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Rainbow Six Siege: Community Checkpoint #3

06-26-2026 · 1h 23m

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[00:01:30] I
[00:04:30] I
[00:15:00] And welcome everyone to community checkpoint number three.
[00:15:14] We are here ready to discuss more of your thoughts that you've been sharing on social
[00:15:17] media through our surveys, all of that.
[00:15:19] If it's your first time tuning in, well, that's what we'll be doing.
[00:15:22] I'm John Cibinarius and I've got two very familiar devs by my side.
[00:15:26] You've probably seen before, but I'll let them introduce themselves again anyway.
[00:15:29] Go ahead.
[00:15:30] I'm Christopher Budgen, I'm the Game Director for live content on Rainbow Six Siege, handle
[00:15:34] things like matchmaking, progression systems, ranked, and many other playlists.
[00:15:39] And I'm Joshua Mills, Creative Director on Siege, handle the long-term vision of where
[00:15:43] we're taking the game and work with awesome people like Chris and John across the entire
[00:15:47] production to drive this game forward.
[00:15:49] Cool, we've also got a dev behind the scenes, this time it's Jackson from the
[00:15:53] Rainbow Six dev team, he's going to be playing some Siege for you guys and we'll
[00:15:57] be hopping in and checking out what he's doing occasionally as things go on but
[00:16:01] all that being said let's talk about the subjects that we're gonna be discussing
[00:16:05] today we're gonna go through rank 3.0 a discussion on that and updates that are
[00:16:09] coming or that have already arrived. Dokubi's balancing as well the
[00:16:13] remaster balancing that is Calypso casino plans for the future and what
[00:16:17] we're doing right now with the band phase and the 1v1 playlist which
[00:16:21] you're gonna want to stay tuned for that's gonna be happening at the end
[00:16:24] But before we get into everything here, guys, before we start, we've seen your comments on our social channels, on our last stream regarding the Rainbow Six marketplace.
[00:16:36] And while we won't have any major news to share today, we can say that we're working towards a change in direction.
[00:16:43] And we'll provide additional context early next week in a blog post, which will cover its current status and how it factors into broader economic updates.
[00:16:53] That being said, let's jump into our topics of discussion today, starting with Rank 3.0.
[00:16:59] And look, we've got a lot going on in Rank 3.0 right now.
[00:17:03] The first few weeks of introduction have been very exciting.
[00:17:05] We've had a few issues that have come up, but we've tried to address them as quickly
[00:17:09] as possible.
[00:17:10] And of course, one thing I guess that a lot of people are talking about was placement
[00:17:14] matches.
[00:17:15] And I guess just more clarity right now on how placement matches work for this
[00:17:18] season and how they work going forward.
[00:17:20] Yeah, so ultimately, placement matches this season kind of relied on your hidden MMR that
[00:17:26] existed in Rank 2.0, which hadn't been reset for three and a half years.
[00:17:31] So it kind of served as a starting point.
[00:17:33] There was a small soft reset on top of the starting point, but it was a bit of a reveal
[00:17:38] on this is how the game has had you actually over the last three and a half years.
[00:17:43] And then the placement matches would be then on top of that.
[00:17:45] And to be transparent, they were not as impactful as we would have liked.
[00:17:48] and I think as what players would have liked.
[00:17:51] So we're actually gonna be making updates
[00:17:53] to placement matches going into next season,
[00:17:55] making them more impactful,
[00:17:56] because we do think that that's how you start your season.
[00:17:59] That's where you kind of, you know,
[00:18:00] those starting matches kind of set the tone
[00:18:02] for how the rest of the season is going to go,
[00:18:03] and we wanna lean into that.
[00:18:05] And we also heard that no one can place in champion
[00:18:09] out of placements in season two.
[00:18:10] What was the reasoning behind this decision?
[00:18:12] Yeah, so that just goes to
[00:18:14] what the meaning of champion is.
[00:18:15] What we've had is a hard reset
[00:18:17] that happened at the top.
[00:18:18] So basically, the champions and some diamonds
[00:18:20] got a hard reset into Emerald.
[00:18:22] And just to be clear, when that hidden MMR existed in rank 2.0,
[00:18:27] the entry point for champion was 4,500.
[00:18:30] We had some champions close to 9,000.
[00:18:32] So there was as much of an MMR spread from copper
[00:18:35] to champion as there was from champion all the way down
[00:18:39] to those 9,000 players.
[00:18:41] All of those have now been squished together
[00:18:43] and are kind of competing.
[00:18:44] And what we really wanted to do is kind of reclaim
[00:18:46] not meaning of champion and what it means for our game.
[00:19:05] Speaking of the Champion Division, we talked about Legend of Vision.
[00:19:08] That is coming through right soon.
[00:19:10] Once that is introduced, will you be able to place in champion then?
[00:19:14] My feeling from before I asked this question was that, based on what you said, probably
[00:19:19] going to be still the same idea as you have right now, but I just wanted to check.
[00:19:22] Yeah, so basically we just, as a very simple statement, we don't think flat matches is
[00:19:26] enough to call yourself a champion.
[00:19:29] We really wanted to reclaim the meaning of what it means to be champion within Siege,
[00:19:33] and we see now people fighting the fight to be able to earn that right to call
[00:19:37] themselves champion.
[00:19:38] Today, we're on track for about 2,000 champions per platform group, so console
[00:19:43] players and PC players, both are expected to be around 2,000 players champion, let alone
[00:19:47] champion 1, which will be a much more prestigious rank to achieve.
[00:19:52] So we'll be looking at that number, but that's currently where we're tracking.
[00:19:56] Much different than rank 2.0, where it was well over 10,000 players that were able to
[00:20:00] be championed.
[00:20:01] Yeah, and I think when we're talking about these placement matches, like just like
[00:20:03] Chris said, 5 matches isn't enough to prove you're a champion at that point,
[00:20:07] but it's also important to understand that if I'm like a silver player or whatnot
[00:20:11] and I win all five of my placements, that's not going to necessarily throw me right up
[00:20:14] into emerald platt and stuff like this because that wouldn't make sense for you as an individual,
[00:20:19] because that's what we're doing.
[00:20:21] We're looking at you as an individual where you are, and then, as we mentioned, the placement
[00:20:25] matches will be more impactful, so they'll sway you more from that point where you're
[00:20:29] actually sitting.
[00:20:30] We're talking about individual skill, like you said, and I think this brought up
[00:20:33] a question within the community as to why KDA is not, or is KDA a factor in
[00:20:38] determining rank?
[00:20:40] If not, why not and is it something you're considering?
[00:20:43] So Siege is a team game.
[00:20:44] It's a game where you can play off of each other, you can drone somebody in so they can
[00:20:48] get the frag, there you can call out intel, maybe you're playing Echo and you just want
[00:20:53] to stop the plant at the end.
[00:20:55] It's not always about fragging out, it's about wins and losses.
[00:20:59] And that's ultimately where the system is rewarding is are you playing as a team,
[00:21:03] are you playing off of each other and are you be able to close out those wins
[00:21:06] and losses?
[00:21:07] I mean, we talked about this often, like Siege is more than just fragging, like if you're
[00:21:12] a gunner, it'll get you far, but not to the top, and that's the reality.
[00:21:16] And we see that slugging out right now through the Emerald and like kind of flat diamond area
[00:21:20] is that those fundamentals, that strategy, that deep understanding of the game, it
[00:21:25] really becomes important when you're starting to face up against teams that do understand
[00:21:29] it, and that's what next level Siege is all about.
[00:21:31] So we want to make sure that that play styles and like that role within the
[00:21:36] like a squad is rewarded accordingly and not overlooked.
[00:21:39] No, absolutely, and I mean there's so many layers to see, you might be able to get away
[00:21:42] just being a gunner at the lower ranks, but eventually you're going to hit that point where
[00:21:45] you have to be more aware of everything and go through those layers of the different elements
[00:21:49] that are required to be successful, so I think it's a really good point.
[00:21:53] Look, another thing that happened in terms of the reset that happened, the rank reset,
[00:21:57] it seems a lot of players were bunched into higher ranks. Is this something you expect
[00:22:01] every season? Yeah, so that hard reset that happened this season was a new starting point.
[00:22:06] We didn't want to do a full reset for the entire community, the matchmaking would be
[00:22:11] completely out the window, so yeah there was, we leaned into what we knew about players
[00:22:18] at that point, but with the going forward and future seasons there will be some type
[00:22:22] of reset that happens at the top, it might not occur exactly the same that it happened
[00:22:26] in the season.
[00:22:27] With this season it was really about let's clear everybody and reclaim that champion
[00:22:32] rank, we want it to be prestigious, we want it to be something that we can bank
[00:22:35] on and just talking a little bit about our competitive ecosystem, we actually have plans
[00:22:43] to continue investing on our competitive ecosystem even after the fact, so we will have more to
[00:22:49] announce later this year as well on where our next steps will be for the competitive
[00:22:53] group.
[00:22:54] Make sure you guys stay tuned for all the announcements, Josh, did you want to add something, sorry?
[00:22:57] I'm not going to spoil nothing.
[00:22:59] No, we're good.
[00:23:00] Stay tuned.
[00:23:01] We've got a lot coming up guys in the next few months.
[00:23:04] But also on this topic, you know, there's a lot of stuff that's happened for Anc3.0.
[00:23:09] We've got a lot of data already that's come through, even though it's still fresh, right?
[00:23:13] Are you considering making adjustments to it based on the early feedback, or are you
[00:23:17] waiting for more data?
[00:23:18] So some of the feedback is actually, you know, like issues with the system that
[00:23:22] we wanted to address right from the get-go.
[00:23:24] So there were times where we saw content creators saying,
[00:23:27] hey, I only got plus two rank points for this victory.
[00:23:30] What happened?
[00:23:31] Great point.
[00:23:31] There was a rare bug where you were getting less than 10 points.
[00:23:34] And the system, you're supposed to have a minimum of 10 points.
[00:23:37] So that's been addressed already.
[00:23:38] Now, every victory is 10 points.
[00:23:42] Not every loss can be 10 points because of the demotion shield,
[00:23:45] of course.
[00:23:46] So for those that don't know what the demotion shield is,
[00:23:48] is that if you have less than the number of points
[00:23:50] supposed to lose to be demoted to the next division underneath you it will
[00:23:56] stop that and set you at zero so it'll basically block you from being demoted.
[00:24:00] What that ends up doing is does kind of pad some players ranks you know depending
[00:24:05] on how often that they hit that demotion shield that's something that
[00:24:08] we're comfortable with because it doesn't feel good to just constantly
[00:24:11] flip flop between those different ranks. We have heard also like there was
[00:24:16] times where an emerald and a plat were in the same squad and they were
[00:24:20] going up to say a squad of all emeralds and the plat was losing more in a loss than the
[00:24:25] emerald was, which is inverted from the system how we want it to be. So that's already been
[00:24:30] addressed as well. So now the plat will lose less than the emerald will lose more, which
[00:24:34] is what the intention was. We've also made a lot of changes with our squad calculation.
[00:24:40] I know there's content creators with whiteboards that might want to be able to kind of fill
[00:24:45] this out. But basically the way that the squad calculation works is we'll take
[00:24:49] the squad MMR average so the average amongst everybody say if there's five
[00:24:53] players what the total is divided by five and then we'll take the highest so
[00:24:57] the max player so that's a diamond or emerald whoever's in that squad and then
[00:25:01] basically from that squad average and that highest rank it's the 75th percentile
[00:25:05] within that window so anyway that's a little insight on how the squad
[00:25:10] calculation is currently working at rank 3.0. Awesome just to dive back to
[00:25:14] the like the motion shield kind of thing one of the key aspects here is
[00:25:17] Again, like if you clawed your way into that division or in your holding that ground and yeah, maybe you didn't perform at that point
[00:25:23] You're gonna be pushed back
[00:25:25] You know, we want to give you that extra chance at bat and it's it's funny because like this
[00:25:29] Methodology is kind of applied through the game even with imbalancing generally speaking
[00:25:32] We always give you two of things so you can kind of screw up with one of them
[00:25:36] and then get another shot at it and that's the point is we want to really encourage people to
[00:25:41] Try and get that mastery mindset
[00:25:43] set driving them forward because siege is tough and we know that and people are really
[00:25:47] experiencing it this season especially with adjustments and the realignment of a lot of
[00:25:51] things. But that's the point is you're going to hit challenge and you're going to be able
[00:25:56] to have the opportunity to overcome it. We want to keep encouraging people to take that
[00:25:59] fight.
[00:26:00] In terms of the Motion Shield, how many matches is it active for? Just one?
[00:26:04] Just one. It will stop you from dropping. That next loss will take you down.
[00:26:10] But pretty much wraps up our discussion on Rank 3.0, but I didn't mention it earlier
[00:26:13] guys, we're going to have a live Q&A session, you can probably see it on your screen at
[00:26:16] the bottom there at the end.
[00:26:18] So if you have questions, you can send them in whenever we're watching, we're keeping
[00:26:21] track of everything and we'll answer them at the end of the stream.
[00:26:25] I can just add one more thing.
[00:26:27] We have a seasonal survey that just went out around Rank 3.0, there was a lot of
[00:26:31] questions on Rank 3.0, we don't have all those responses yet.
[00:26:35] I did have an early look at what some of the feedback was and a lot of it comes
[00:26:40] down to the number of matches that it takes to rank up.
[00:26:43] The system is actually relatively simple in the sense that if you beat somebody that's
[00:26:48] a higher team than yourself, you'll get more points and if you lose to somebody with, you
[00:26:52] know, that's less than you, you'll lose more points.
[00:26:56] And how it ultimately works is that it's just win, win, win, win rate, excuse me.
[00:27:00] So if you're getting a 50, 50 win rate, so you're winning one, losing one, winning
[00:27:04] one, losing one, yes, you will kind of stagnate and you're going to be at the
[00:27:08] the rank that you belong.
[00:27:09] Currently, the way that it's balanced
[00:27:11] is that you need about four more victories than losses.
[00:27:14] So if you have, say, four victories, then you lose one.
[00:27:16] You now have three more victories,
[00:27:17] so you need to get that fourth one
[00:27:20] in order to get one division up.
[00:27:21] So that's a number that we've been hearing some feedback on,
[00:27:24] but that's currently how it works with rank 3.0.
[00:27:26] It's really all about win rate.
[00:27:28] So if you're winning those more matches,
[00:27:30] that's how you get that next division.
[00:27:32] We're gonna be looking at that number,
[00:27:34] nothing to announce today,
[00:27:35] but that's ultimately one of the feedback points
[00:27:37] Now that wraps up our discussion
[00:27:41] Let's check it out gameplay with Jackson and see how he is doing
[00:27:49] He is one of the better STL players if I recall correctly right Josh?
[00:27:52] Jackson is pretty cracked actually
[00:27:54] I know Andy Jack, people in the community know who he is
[00:27:58] He is wild, he will show up in play sessions and stuff like that
[00:28:02] and we are like hey, Pistols on my body, relax
[00:28:05] I don't know if you are a little bit too strong
[00:28:08] He has a bad game sense, he has been playing the game for ages and stuff
[00:28:11] and a ridiculous passion for it
[00:28:13] It is great to have him today to be able to play
[00:28:16] Where are we at right now?
[00:28:18] He is playing Snake, he is providing
[00:28:21] try to reveal everybody so that way we can call out for Dokka B who is on the board.
[00:28:28] That's a good point because Dokka B now needs to know the operators that are there, right?
[00:28:31] You have to get all the spots in order to utilize the skill.
[00:28:34] And I think we already have the patches live now for Dokka B, right?
[00:28:38] Yeah, 1.1 went live on Tuesday, so the adjustments are already seen here, but yeah.
[00:28:45] We are actually going into that.
[00:28:46] We are jumping into that.
[00:28:47] Yeah, I am being ahead of myself.
[00:28:48] Let's jump into it now, we are going to talk about Doka re-mastering now, there has been a lot of talk about Doka re-mastering being a little overpowered by a lot of people
[00:28:58] I think once the band was introduced she was banned a lot in ranked let's say
[00:29:01] You can play Ace now
[00:29:06] Is this something you expected in terms of that?
[00:29:09] In the end, yeah, that's the reality of it, as we've talked about Doka for some time
[00:29:14] And when I say sometime, it's been years of kind of looking into reworking or whether
[00:29:17] it's the bouncing levers that we had.
[00:29:19] We did do adjustments over the course of the last few years trying to move the meter on
[00:29:23] her and it wasn't working.
[00:29:25] So we went into the idea of going, okay, remaster.
[00:29:28] She's a remastered territory operator.
[00:29:29] We got to figure this out.
[00:29:31] And there were multiple iterations that we'll never see the light of day right now.
[00:29:36] But the reality is it took us a long time to try to find out where we want to move
[00:29:39] with her because every time we started to move with her character, we were just
[00:29:42] completely taking the teeth out of her and then she was no longer viable in a lot of different ways.
[00:29:47] That global ability is incredibly powerful, but it is kind of core to her identity and her reach
[00:29:52] within a match. So it's really, really difficult to be able to maintain who she is in this hacker
[00:29:57] prowess, which again, a hacker is, I have remote access to what I have, I can turn your things,
[00:30:01] your tools against you and everything. But how do we balance that at the frustration
[00:30:06] points? And then it was difficult. So what happened was as we move to the new system
[00:30:10] we were getting closer and getting all the different variables in. We were doing play
[00:30:15] sessions and they were going in and we were like, Man, she doesn't have that presence
[00:30:20] that she needs to have. And then that day we over corrected. And that is really what
[00:30:25] it comes into. We just went a little too hard. But the good thing is we have the levers
[00:30:30] in place now and they came to content to support updating her correctly.
[00:30:34] Yes, I mean speaking of which, I kind of already spoiled my own question when I was
[00:30:38] Are you already looking at adjustments for her to balance the playing field or is it still
[00:30:43] too early?
[00:30:44] Definitely not too early.
[00:30:47] This is one of the huge joys of having to do Kidd in the content is that we actually get
[00:30:53] to update the game more often than we did in the past.
[00:30:56] That has been something we have been pushing for for a long time because it gives us
[00:30:59] more control over the game and ability to react.
[00:31:02] So in 2.1 as you know, which is live right now and Jackson is playing this right now,
[00:31:06] There is a global cooldown on the Jaco payload, so when it goes out it goes on a 7 second cooldown.
[00:31:12] In mid-season, so 2.2, we are actually going to modify that a little bit.
[00:31:16] So we are taking that global cooldown and making it an individual cooldown per defender.
[00:31:20] So if she targets one defender, they go on cooldown and then she could target another defender
[00:31:24] and then they will go on cooldown.
[00:31:27] One aspect of this is because we want her to still have that reactive feedback when
[00:31:30] she has access to the resources to be able to do this sort of thing.
[00:31:34] But that is not enough.
[00:31:35] And we know that is not enough.
[00:31:36] We are moving into the launch of season 3, and we will be introducing more counters to her
[00:31:44] Ultimately, the Jago payload right now does not classify itself as a signal, which is what
[00:31:49] the phone call used to.
[00:31:51] We are changing that kind of format to make the Jago payload a signal, so it will be an
[00:31:55] upload to the user's phone.
[00:31:58] That means you can jam it.
[00:32:00] That means Tuber out can cut the signal.
[00:32:03] These counters come back on board and this is one of the things we want to do is reintroduce
[00:32:07] the counters because the two primary things with every operator in siege is that no operator
[00:32:14] should be spamming because that is not tactical, it doesn't feel right, it doesn't go with
[00:32:18] the pace of the game.
[00:32:19] And second, no operator should be uncounterable, they have to have counters.
[00:32:23] Some of those can be much, much harder like a very hard counter like our operator coming
[00:32:27] in Season 3 for the shield users or in some cases soft counters which are always
[00:32:33] more enjoyable because it gets that action-reaction gameplay that we always strive for.
[00:32:37] I'm sure a lot of people out there are thinking, okay, we got all these changes, they sound
[00:32:41] great, why can't we just get them all at once? Why don't we just go right ahead and do it?
[00:32:45] So we don't do the same scenario in reverse, which is overcorrect in one way to overcorrect
[00:32:52] in the other way. We want to avoid this. This is exactly why with SOFIA we're doing
[00:32:55] the incremental kind of steps. This is how we're going to approach stuff like
[00:32:59] As we know, and looking at the community sentiment and stuff like this, to bring an operator out, we'd rather them be a little bit stronger and then bring them back in line accordingly.
[00:33:09] Obviously, Tope is very strong. We're bringing her back faster, but the whole point being incremental on that so that we don't go too far in the offset direction.
[00:33:17] But again, the best thing about the remasters in general is there are way more levers available to us to be able to play around.
[00:33:23] And beyond that, we're even looking at additional potential counters that we've never seen before.
[00:33:29] And looking at other interactions with operators that could expand how they work too.
[00:33:33] I mean, on that topic, are there any counters that you feel might be discovered or a timer
[00:33:37] that you've already seen discovered after the release?
[00:33:40] I mean, the big one is Thunderbird. This was really cool to see because a lot of people
[00:33:45] realized that, yeah, you know what, I don't need to go on my observation tools or whatnot.
[00:33:49] So, I'll tank the damage and then just heal up the full with a Kona Station from T-Bird.
[00:33:54] That was wicked because healing is really hard to do in Siege because you're usually
[00:33:58] dead.
[00:33:59] It's a good chance to heal.
[00:34:01] But when we talk about this idea of she sends the payload to you, you burn the phone,
[00:34:06] and then you're just going to heal up, it goes, well, now what?
[00:34:09] So instead of us from the development team diminishing her and defaying the doka,
[00:34:13] the players get to do that interactively within the round.
[00:34:16] And that's how it should be.
[00:34:17] So they start putting the pressure back on her, sure she can still get access to the network
[00:34:21] but it's temporary now.
[00:34:22] So these kind of aspects are the way we want to go and give players more options to play
[00:34:26] around.
[00:34:27] But again, healing was a really, really great one because it doesn't happen often, it doesn't
[00:34:31] have the same impact as often just because yeah, you're usually, if you catch a bullet,
[00:34:35] like that's going to be probably gone.
[00:34:38] Cool.
[00:34:39] Moving on I guess now to our next topic which is going to be Calypso Casino.
[00:34:44] Very briefly I want to touch on this.
[00:34:46] We saw that you made changes to how the band phase handles ClipsoCasino a few days ago.
[00:34:51] It differed from the initial plan, Rola, the showcase map that we talked about in our last
[00:34:55] checkpoint, right?
[00:34:56] What was the reason behind this?
[00:34:57] Yeah, so we actually had planned to keep ClipsoCasino in the band phase until the
[00:35:02] mid-season update.
[00:35:04] And at the end of the day, just that wasn't really matching players' expectations.
[00:35:08] They were looking to play at less, they wanted more variety in their maps.
[00:35:13] At the end of the day, it was worth a shot because we had that new content.
[00:35:16] We thought it was great for the rank 3.0 rollout because everybody was on the same playing
[00:35:20] field.
[00:35:21] Everybody had to learn the map at the same time.
[00:35:23] It was a great way to separate the skill, especially with the hard reset that happened
[00:35:27] at the top.
[00:35:28] It was a nice alignment there to see how that worked out, but in the end it was
[00:35:32] just overplayed.
[00:35:33] The map was getting played too often.
[00:35:36] Well, we've been to this a few times before when new maps were banable when they
[00:35:42] first game out they got banned all the time no one played them and then that made the appreciation
[00:35:46] of that map drop significantly because no one learned it because competency on a map
[00:35:51] gains confidence and then you're enjoying it more because you can handle it.
[00:35:55] So then we made it so that new maps were like unbanned so it was in the rotation but
[00:36:00] then we still had folks going like I'm never seeing it in my my band phase and stuff
[00:36:03] like this. It was like okay well we want that content to surface and then yes it
[00:36:08] board and surfaced during this. The reality was, we will find other ways to incentivize
[00:36:13] playing the new console and putting it up there while leaving the flexibility for players
[00:36:16] to enjoy the game. As you mentioned, Rank 3.0, you are going into a rank, you are into your
[00:36:21] grind, you need some of those comfort sites to fall back on, a map you are comfortable with,
[00:36:27] and we want to make sure that is offered to the players in that variety.
[00:36:30] So I think we've had both extremes in terms of new maps not being played at all, not being played all the time, so we're trying to find that balance right now.
[00:36:36] Providing incentives to play the new map, I've had multiple discussions with different people about this, I think it's a great idea.
[00:36:42] At the end of the day, it's like if we incentivize you, it feels a lot better than being forced to play it.
[00:36:46] 100%
[00:36:47] Agreed.
[00:36:48] So, in terms of learning the map though, do you have any recommendations for players looking to learn it, or things they can do to improve their knowledge of it in-game?
[00:36:56] So one thing we really made sure that we had for this season was Clearhouse.
[00:37:00] Clearhouse is a great map learning tool. You have a lot of customizable options.
[00:37:06] Go against the dummies, go against the carries Legion. You can see different
[00:37:10] bomb sites, the dummies are placed and where they're taking their defenses, for example.
[00:37:16] So being able to have that on day one was really important for us. We also have Landmark Drill.
[00:37:21] I know Landmark Drill doesn't get played as much, but it's really interesting because it
[00:37:25] show a key landmark within the map and you now have to rely on your memory on where was
[00:37:32] that again. Let me go see if I can find that and there are some audio cues to help you.
[00:37:37] Those are two tools that are really strong that exist within the game in terms of map
[00:37:41] learning.
[00:37:42] That's definitely like in-game and then beyond that obviously like new stuff comes out
[00:37:49] where we have a ridiculously active community that starts producing different levels of
[00:37:52] content, whether it's just a map breakdown or what operators you should bring, site setups.
[00:37:57] This stuff is invaluable, especially if you want to get that edge early on, like learning
[00:38:00] this stuff, studying it and then jumping in. It's night and day. If you have a plan going
[00:38:06] in, you're going to be far more successful.
[00:38:08] And even going just on live streams and watching a player play Clipstick Xenolive, for example,
[00:38:12] when you map live, that can help.
[00:38:14] There's been so many good map breakdowns from content creators on how to try to get
[00:38:18] that spawn kill off the initial repo.
[00:38:20] We talked about tools, are there any other tools you are planning on adding for maps upon
[00:38:34] the release?
[00:38:35] Yes, one thing we really want to do is make sure we can have the versus bots playlist on
[00:38:40] day one.
[00:38:41] That is something we didn't have for Eclipse Joe Costino.
[00:38:43] There is a lot to go into the bots.
[00:38:45] We are looking for ways on having that initial data because they are machine learning bots
[00:38:48] that rely on player data. We're looking for different ways, even like our QA
[00:38:53] testers, for example, you know, being able to kind of give them those those
[00:38:56] initial data sets. So that way we can actually play Clip's Oak Casino or any
[00:39:00] new map that comes out in the future from day one. So you're playing a match of
[00:39:04] siege and a map you don't know in a safe environment where you can make
[00:39:08] mistakes. You can try things quickly and learn. That's fantastic. Yeah, I
[00:39:12] can't wait for that honestly. It'll help me a few because sometimes you
[00:39:15] know I'm sure people out there as well they feel a lot of pressure you
[00:39:17] know to jump into a match not knowing the map. That's why they avoid it. It might be
[00:39:21] better to have the bots there and then you can understand the angles, understand my entry
[00:39:25] points better so I think it's awesome.
[00:39:26] Especially on defense, where do I reinforce? Where do I make a rotate? What's behind this
[00:39:30] wall? There's a lot of open questions on defense.
[00:39:33] The first thing, I'll say this, this is like inside baseball stuff, but the first thing
[00:39:36] I do when we're testing out new maps is I'll sit down at play session and I just
[00:39:40] secondary shotgun and start opening the walls to find out which ones the external
[00:39:44] walls are and we have the most ridiculously useless set ups in those play sessions when
[00:39:51] we don't know the maps but then the LDs always rock us because obviously in the end we are
[00:39:56] all right
[00:39:57] Cool, well speaking of knowing everything maybe Jackson does, we are going to check in
[00:40:01] on him and see how he is doing in terms of his play
[00:40:06] Where are we at right now?
[00:40:07] How are you doing Jack?
[00:40:10] We haven't got a chance to see his highlights, but before we were doing the rehearsals, Jackson
[00:40:17] was awesome!
[00:40:18] We had some crazy highlights and we were not getting them now, but that was tough.
[00:40:22] It was interesting watching him play Denari because we talked about the overcorrection
[00:40:26] and reacting too quickly to get back.
[00:40:28] Denari is a good example where he was on the TS super strong and we made changes to
[00:40:34] him and we regretted it and then we actually had to revert those.
[00:40:39] It's a really tough challenge about knowing when to actually pull the trigger on those.
[00:40:43] Yeah, and I think one of the things that's important about the TS as well is whenever
[00:40:48] we get an update like that, whether it be in our order we see an issue, it's like our
[00:40:53] Keynes account is every three weeks, which means our TS is every two weeks.
[00:40:57] So there's a week missing there.
[00:40:58] So that means usually the rollout of a fix, if it's discovered on the TS, we'll have
[00:41:02] to come in the next update, like the point update.
[00:41:05] But if it's something that we've caught ahead of time and it gets validated,
[00:41:08] That's why you'll see bugs and stuff like that update on the TS because they were already
[00:41:11] in process and that can happen as well.
[00:41:15] Between that and the fact that our matchmaking is a lot looser on the TS, just a rapid iteration
[00:41:19] for the get people into the matches, it means that the data we're getting from the experience
[00:41:24] isn't always accurate and we have to be careful about that too.
[00:41:28] With Doka we were aware that she was well cooked at that point so it was like, let's
[00:41:34] Let's go ahead and get things moving and get these updates rolling out.
[00:41:40] Let's jump back to our topics here and go on to the 1v1 playlist.
[00:41:44] Were you guys pleased with the results with the 1v1 playlist?
[00:41:52] Yes, actually quite impressed by how well performed.
[00:41:58] Basically for some context the amount of engagement we got from the 1v1 playlist is
[00:42:03] competitive with some of our biggest and most well-loved events like Wildcard.
[00:42:07] So that kind of shows how much it was played.
[00:42:11] People were jumping in, they were playing 1v1s, and especially considering it's only
[00:42:14] two players in that match and competing with the overall engagement in the game, that means
[00:42:18] a lot of matches were being played.
[00:42:20] So yeah, pleasantly surprised.
[00:42:22] We had a feeling, considering 1v1s have been growing in popularity over the years,
[00:42:27] but it definitely shows that that's somewhere we need to continue to invest.
[00:42:30] Did you get any insightful information from the Seasonal Survey that went out regarding
[00:42:36] the 1v1 playlist?
[00:42:37] Yes, so Seasonal Surveys are a great, well-structured way to make sure that we get the clear feedback
[00:42:42] and they're from our players themselves, right?
[00:42:44] So they allow us to have...we have one for the content creators, one for pros, and one
[00:42:47] for the overall players, so that way we can segment that information appropriately.
[00:42:52] And what we really heard was ranked was number one with a bullet.
[00:42:55] Like everyone wants a ranked 1v1 playlist.
[00:42:59] So yeah, we're really looking at how do we bring that into the game, that was a clear
[00:43:03] winner in terms of feedback.
[00:43:04] There were other elements that we heard.
[00:43:07] The prep phase was a bit too long, they wanted it to be a bit more snappy, bomb sites to
[00:43:11] be auto revealed, so I don't have to drone the whole site to try to find where to go.
[00:43:16] They thought the matchmaking was kind of imbalanced.
[00:43:18] We used a quick matchmaking, which is not as up to date as saying one of our more
[00:43:22] popular playlists ranked, so we'll lean into the matchmaking more.
[00:43:26] map pool, there was the old one, but it was the old house, not the new house, so we're
[00:43:33] going to remove house, add a bunch more maps, so we'll have five maps if we bring it back.
[00:43:39] Lots of different feedback that we received from the players.
[00:43:42] From a personal level, that's actually pretty much my list of feedback.
[00:43:44] I think three or four points are like, yeah, I'd like to be able to know where the
[00:43:48] map, sorry, where the bomb is, and things like that, and the prep phase is too long.
[00:43:52] For me, I'm excited if it comes back to see those changes come through.
[00:43:57] On that question, can we expect when we want to return in the future?
[00:44:01] We want to build this with the community, so we're going to bring it back this season.
[00:44:05] So in our mid-season balance patch, point two, 1v1, we'll be making a return with
[00:44:09] a number of changes.
[00:44:11] Also we had the feedback I didn't mention of the downtime between rounds, band phase
[00:44:15] probably wasn't helping that.
[00:44:17] We're making a change where you'll have attrition.
[00:44:19] the winning operator will be removed from the board. So if you win with an op, you now
[00:44:23] have to choose another op. If you lose, you can still use the same one. But that's going
[00:44:27] to make everything a lot snappier, shorter prep phase, bomb sites revealed. So yeah,
[00:44:33] we have a lot of feedback. And what we now will ask the community is like, with this
[00:44:36] set of variables, does it feel much better? Are we going in the right direction? What
[00:44:41] other elements or changes do we want to see? And we might get feedback like actually
[00:44:45] no band phase was better because I can say I want to go downstairs. Therefore,
[00:44:48] I'll choose a certain opt-to-ban, there's more strategic.
[00:44:52] But we'll see, we'll throw those changes in
[00:44:55] and we'll see how the community reacts to it.
[00:44:57] Absolutely, and I mean, I guess my next question is,
[00:45:00] which we already kind of hinted at
[00:45:01] when being the most popular topic,
[00:45:03] is Rank gonna be included in this re-release?
[00:45:06] So Rank is a bit larger because we're still working
[00:45:08] on Rank 3.0 and we want to make sure
[00:45:10] that we get that formula right
[00:45:11] before we apply that to another playlist.
[00:45:14] So right now it will not be coming directly
[00:45:16] 1v1, but we understood that was the number one with the bullet, that's what players want
[00:45:21] to see from it.
[00:45:22] So we're going to be working towards a competitive version of 1v1s in the future, absolutely.
[00:45:27] Yeah, and I think one thing that's important is in terms of flow, I guess, of the game
[00:45:31] mode.
[00:45:32] You want to make sure it's solid, you want to make sure everything is good before you
[00:45:34] go into create that ranked mode.
[00:45:37] It's a new strategy for us to be building a playlist with the community and make
[00:45:42] those changes and see what the feedback is.
[00:45:44] Well, it's just like incremental balancing, it's incremental design as we're going forward
[00:45:49] with everything that we're putting into the game because we want more community moment
[00:45:54] with everything that we're doing.
[00:45:55] We can do fantastic testing with our pros, we can do fantastic testing with our content
[00:45:58] creators, but until it goes live and it's in the hands of everybody who plays this
[00:46:02] game every day, it's not real.
[00:46:04] And then once it's there, that's the real data and that's where you have to go
[00:46:07] from.
[00:46:08] Ring 3.0 is a prime example of that.
[00:46:09] We went through all these stages, it goes live and we're like, all right, we've
[00:46:12] get some work to do and make those adjustments, but that is the whole point. Being able to
[00:46:17] drive towards that, get that feedback and then make those iterations and kind of grow
[00:46:21] it together.
[00:46:23] I think that pretty much wraps up our primary topics, but we know we have a lot of questions
[00:46:28] out there, so let's start jumping into that into our live Q&A session. If you haven't
[00:46:33] already submitted a question and you want to just post it in the chat either on
[00:46:37] YouTube or Twitch and we'll try to answer it as best as we can if we can get to
[00:46:41] So first up on the list is will there be Decay introduced to champion and legend ranks?
[00:46:50] So we do have a skill Decay, but it's more for Miss Seasons, like if I didn't play the
[00:46:54] game for a couple of seasons there is a skill Decay that comes into place.
[00:46:59] We're not currently looking at skill Decay and the relationship between say ranked and
[00:47:03] legend division just because like if you play ranked a whole bunch and you get your
[00:47:06] champion and then you jump into legend division and that's your new home and you're
[00:47:10] loving it.
[00:47:11] we probably won't decay your champion rank.
[00:47:14] And then you lose access to Legend Division, for example.
[00:47:16] So we're not currently looking at skill decay
[00:47:19] for active players.
[00:47:21] But yeah, if players are not active,
[00:47:23] then yes, the skill decay will come into place.
[00:47:24] Okay.
[00:47:27] It's a big one.
[00:47:27] I think, can we get any updates on voice chat
[00:47:31] and what's happening there?
[00:47:32] Yeah, so voice chat is really unfortunate
[00:47:35] for this season.
[00:47:36] Obviously with the release of rank 3.0
[00:47:37] and we talked about how strategic it,
[00:47:40] you know, playing with each other and the win rate and how important it can be.
[00:47:44] So we have identified a number of issues with Voice Chat.
[00:47:47] Sometimes these issues are just hard to replicate in the studio environment.
[00:47:51] And if we can't replicate them, it's harder for us to fix them or we're kind of fixing blind.
[00:47:55] We have been able to replicate recently a number of different Voice Chat issues.
[00:47:59] And we're happy to say a fix is coming for the point to patch for majority of the issues.
[00:48:03] Exactly. Like in some of these issues, like we've we've had a kind of a reoccurring issue with Voice Chat.
[00:48:07] And one of these is the one that we cracked, which is like the thing that brought a tremendous
[00:48:12] amount of joy to me when I've heard we finally got it because it's one of those things that
[00:48:17] is super frustrating.
[00:48:18] We have recognized that a lot of our players, especially in our ranked ecosystem, are playing
[00:48:21] solo.
[00:48:22] They need their voice in order to be able to work with their team.
[00:48:25] So being able to nail down the stuff and get to it, like I'm super happy that the
[00:48:28] team was able to crack it because some of the stuff was like the most bizarre setups
[00:48:33] that would do it.
[00:48:35] But that's the nature of games.
[00:48:36] like, there's so much intricate parts that work together, there's all these different
[00:48:40] services and stuff like this. And this stuff can happen. But being able to like weed it
[00:48:44] out. The biggest thing I'd say from this is just like voice chat or just like any other
[00:48:49] topic that comes up from the community. If if you're like, you're using your voices
[00:48:53] to be heard and they are being heard and we're acting on that, we immediately put
[00:48:56] people onto it. And we escalated accordingly. And I think that's the big thing because
[00:49:00] like, especially with voice chat, like coming in and where it's like, what is
[00:49:03] going on and there is a strike team working on this stuff and kind of solving it.
[00:49:08] It also helps in learnings for future, to put procedures in place and things like that,
[00:49:13] right?
[00:49:14] Absolutely, yeah, especially because some of the cases in which we find out stuff, maybe
[00:49:19] a feature being implemented a while back has had a cascading effect or has been sitting
[00:49:24] there as a root problem that was undetectable and then we figured it out and we were
[00:49:29] like, okay, now we have to clean that up.
[00:49:30] But again, nature of the beast.
[00:49:32] just in software everything's connected in one way or another and sometimes you
[00:49:35] change something over here and it has impact over there and that can be very
[00:49:39] difficult to make those connections. Actually we can mention something for
[00:49:43] the Antilla point two patch that kind of help alleviate some of the
[00:49:46] frustration. If you end up playing in the shooting range like say you're
[00:49:50] matchmaking and you jump into shooting range or if you're you know
[00:49:52] testing out match replay or any type of offline mode so not a non-PVP mode
[00:49:58] best to just reboot the game and then jump into your PvP match and that will
[00:50:03] actually clear out a lot of the issues with the voice chat, not all of them but
[00:50:07] majority of them for now and then the point-to-patch that will be in the
[00:50:11] thing of the past. Yeah, so mid-season patch guys, voice chat, we get to go.
[00:50:16] So just wait for that but in the meantime as you heard a few options in
[00:50:20] order to avoid the issues that are occurring. Next up is we haven't
[00:50:25] really heard much about testing grounds recently. Do you have any updates on it?
[00:50:29] Well, testing grounds is still coming. Obviously, we're going to be doing that half-reinforced
[00:50:33] one later this year. I think, just as I mentioned earlier when we're talking about, like, we
[00:50:38] do workshops and conversations with our pros and play sessions with our pros. We've been
[00:50:43] doing the same thing with our content creators at the majors. We've been doing workshops
[00:50:46] or even people coming into the studio. Testing grounds is our opportunity to do
[00:50:49] that with everybody in the community. And this is something that, like, we've
[00:50:53] We've been talking about this a lot the last few weeks too about utilizing this a lot more,
[00:50:57] going into the future to test more features and get more feedback from the community,
[00:51:02] like our live community on these topics.
[00:51:05] So yes, it's still very much a feature for us to do.
[00:51:09] The key thing is we have to slot it into the seasonal kind of calendar because it can't
[00:51:13] run at the same time as an event and things like this, like we'll be doing this.
[00:51:17] So you can expect more of these in the future and some of the scope of them may
[00:51:22] be smaller. Like if I say speed and armor had it's like a makeshift work-in-progress UI it had
[00:51:28] like system changes to multiple operators maybe it's rule sets and stuff like that that we want
[00:51:32] to mess around with or change like different parameters we may put that up on the testing
[00:51:37] server going into the future. Yeah we had like a previous thought process where it's like this
[00:51:41] needs to be roughly ready in terms of like the design and mindset before we put it live
[00:51:45] so we get the gut check and then some feedback on it. I think we're challenging that a little
[00:51:50] a little bit. You want to be able to work more with the community and say, hey, what
[00:51:54] do you think about this? Half-Hall Reinforcement is a good first start. It's a big, impactful
[00:52:00] feature for us to play with.
[00:52:02] That would be great to see testing grounds used more frequently. I think that the community
[00:52:06] would appreciate it as well.
[00:52:08] Cool. Next up, we have a lot coming in, guys. So, if I get to them, just be patient.
[00:52:16] It feels like I'm playing against 5 stacks in ranked while solo queuing, or I'm frequently
[00:52:23] up against squads of 3 or more.
[00:52:25] Are you working on this, or where have the issue?
[00:52:26] I think we actually already addressed this correctly.
[00:52:28] We didn't talk about that directly.
[00:52:30] Basically there is a kind of squad matchmaking, and the amount of impact that that will have
[00:52:35] in terms of the matchmaking is basically a lever that we're playing with.
[00:52:39] Right now it's not as high as it was in the past, like when we first released this,
[00:52:44] And so yeah, we'll be looking at making that a bit higher.
[00:52:47] So what basically happens is what we're seeing
[00:52:49] is that because players are getting, especially
[00:52:51] at the higher MMR, excuse me, higher rank,
[00:52:54] because there's no more hidden MMR,
[00:52:56] everything you see is what you get in terms of matchmaking.
[00:52:59] So basically, those higher ranked players,
[00:53:01] they're kind of dispersing in terms of those ranks.
[00:53:03] There's not very many champions.
[00:53:05] Matchmaking times are starting to get a bit long,
[00:53:07] so we've kind of relaxed it a little bit.
[00:53:08] But we'll be looking at what's the right formula for that.
[00:53:11] Ultimately, we're also challenging,
[00:53:13] like what's the right squad compositions?
[00:53:15] Like if we have a five stack
[00:53:16] and we don't have another five stack,
[00:53:18] we thought maybe four one was better,
[00:53:19] but then that's not great for the solo player.
[00:53:22] So maybe three two is better than four one,
[00:53:24] because at least the duo can play off of each other
[00:53:26] versus the five stack.
[00:53:27] So we're looking at different combinations
[00:53:29] in terms of, okay, if I don't have a five stack,
[00:53:31] what's the next best that we can deliver?
[00:53:34] And there's a lot of open questions like that
[00:53:35] that we're challenging.
[00:53:37] But yeah, that's something that we know
[00:53:38] is not as present as I think players are expecting.
[00:53:41] So we'll be looking at that.
[00:53:43] Alright, next up is will we get a proper cancellation of stats meaning deaths and kills, not just
[00:53:51] points being returns for a match that is cancelled due to bands that have them for cheaters?
[00:53:56] So yeah, we actually are absolutely working on that.
[00:53:59] So that's been a long standing thing, I get a match cancelled but it affects my win
[00:54:02] rate, it affects my KD, it affects all these different stats that I have in the game.
[00:54:07] It's a really complicated topic, to be honest, but it's something that we want
[00:54:11] to do.
[00:54:12] trying our best to actually have it by the end of the year but it's something that we're working towards.
[00:54:16] Yeah, like as I mentioned like all these interconnected systems and stuff like this,
[00:54:20] basically whenever that match is cancelled it deletes it from essentially having happened
[00:54:25] and in some of the systems like they don't get that notification that's going through,
[00:54:28] I'm simplifying it by a ridiculous amount. So, but the point being that we have to get all
[00:54:33] these services to be on board to register something happened but it didn't happen, it's
[00:54:37] like it it's uh yeah it's complicated but it is something we're actively trying to pursue,
[00:54:41] it's we've heard this one for a little bit so we have people on it now very
[00:54:45] enough next up is do you plan on tuning
[00:54:49] elo gained lost in the future would love to see more elo for wins and for it to
[00:54:54] be consistent 25 elo gained when closing ranks we talked about making
[00:54:59] adjustments we already have but yeah we adjusted the system the actual
[00:55:02] balancing of the system yeah at the end of the day it's on all about win
[00:55:05] rate so that 50-50 win rate you need four more wins in order to rank up
[00:55:10] in terms of the number of losses you have. But that's really something we're questioning.
[00:55:15] We're questioning it globally. Is that the right number? Right now that's the number
[00:55:19] we went with and we're letting the season run with that in mind. But we're also looking
[00:55:23] at per ranks. Is that the right number for Copper as it is for Platinum? Is that maybe
[00:55:29] there can be difference between those different ranks? There's lots of things on the table.
[00:55:34] We don't have a next step to announce right now because to be honest, everything
[00:55:38] is fresh, like all the data, the seasonal surveys just starting to come in.
[00:55:42] So we're really trying to make sure that we are taking informed decisions as we move forward
[00:55:46] with ranked, because to be honest, we believe in ranked, like we really took a stance that
[00:55:51] it's not a progression system, it's a ranking system.
[00:55:54] We added their progression, excuse me, the rewards track on the side, the competitive
[00:55:58] rewards track, that's something that we want to continue to invest in, may have
[00:56:03] that whole more weight, maybe have some more meaning behind those rewards, maybe
[00:56:07] have more of a ramp up so it's not just 10-10-10 but making that more impactful so it takes
[00:56:13] a little bit more of the conversation. That's something that we would like to do but it's
[00:56:17] not a progression system that ranks today. It's not AI starting gold and I get my way
[00:56:21] to champ and I do that every season. It's yes you are positioned and where we think
[00:56:26] you believe like based on that and prove us wrong. Like just get more wins than
[00:56:31] losses and prove us wrong and that's really how the core system works.
[00:56:34] Next up is, well actually, at One Fastest myself, I forgot about it, but will the 1v1 playlist ever be permanent?
[00:56:42] Oh, yeah, so right now we're kind of taking, we're being shy with permanent modes, to be honest.
[00:56:49] We learned a lot from Dual Front, we learned a lot from the arcade playlist that we had live that didn't have a lot of play.
[00:56:54] So announcing something as our new permanent playlist is kind of something we're being very cautious with.
[00:57:00] that said could something come in more often like we saw the 1v1s last season
[00:57:05] this season how long does it stay is it two weeks is it six weeks there's lots
[00:57:09] of different ways that we're kind of playing with what's the right
[00:57:11] combination of being able to offer those modes to players but to say a new
[00:57:16] permanent mode especially worth where we've been over the last couple years so
[00:57:19] I think it's hard for us to do that right now I think we recognize the
[00:57:22] fact that like our players love ranked like period like just that
[00:57:25] experience of rent and we want to make sure that we're not trying to
[00:57:29] split their attention between different things that aren't that could be of an equal want for them and that that's really what it
[00:57:35] Comes down to is like given the option of multiple things running
[00:57:38] I'm like I'm gonna go to the thing that I want the most which is ranked experience
[00:57:42] This is one of the things we're talking about as well is looking at how do we make sure that as
[00:57:47] A player you don't feel stretched too thin because we don't want to do that either like it
[00:57:52] Yeah, just a game as much as you just tough and yes, the grinding rank is real and it's gonna be challenging you and push your mastery
[00:57:58] It's not supposed to be your second job or something like that.
[00:58:01] It's still supposed to be entertaining for you to have a good time with your friends
[00:58:03] and enjoy the game and enjoy the mechanics and enjoy the richness that is siege.
[00:58:07] All right.
[00:58:08] I'm sorry.
[00:58:09] I'm just looking through the questions here to try and see what we can ask.
[00:58:16] Are there any anti-cheat updates coming?
[00:58:18] I think this is a common discussion.
[00:58:20] Yeah.
[00:58:21] So cheating is never active topic.
[00:58:22] It just is.
[00:58:23] It's always going to have some wins.
[00:58:24] we're gonna have some, you know, some opportunities for us to improve, but one
[00:58:29] thing I can say is that we actually had some big wins against DMAs recently,
[00:58:33] which is a really tough nut to crack DMAs, like they are really difficult in
[00:58:38] order to fight against, and we had some big wins against some of those
[00:58:41] providers recently. Also, we have updates coming for recoil scripting
[00:58:46] soon, like in the short to medium term, like in season three we hope to
[00:58:51] bring that to PC and then to follow in console in season four. So now we'd be
[00:58:56] able to combat recall scripting. Also our mousetrap continues to be updated. It's
[00:59:01] actually in the best state that it's been for a long time. But we know that
[00:59:05] there's more conversation around cheating and there's more opportunities
[00:59:09] for us to continue to fight the cheating. And even next season we have a
[00:59:13] key feature that's launching with the Legend Division. We have secure
[00:59:17] boots coming in as the first implementation within Siege. So this
[00:59:20] This is a prime example of continuing to invest in anti-cheat and not backing down from that
[00:59:25] fight like ever.
[00:59:26] Like, we're going to continue to put money on this invest and get the greatest people
[00:59:29] that we can to help drive this forward.
[00:59:32] And yeah, the DMA stuff, like, I mean, huge shout out to the team for that, for being
[00:59:36] the crack that, like, that is something that I can tell from talking to different
[00:59:40] peers in the industry and stuff like that.
[00:59:41] This is something that a lot of people are concerned with about what it can do.
[00:59:45] The amount of effort people will go to is not to play normally.
[00:59:51] But anyway, I'm really proud of the work that the teams have been doing on this and the fact
[00:59:54] that we are continuing to invest in it every season.
[00:59:57] We are going to have another check point coming up at the beginning of August, I would say
[01:00:01] to dive more into those subjects, player protection, anti-cheat, things like that.
[01:00:04] So make sure you stay tuned for that.
[01:00:07] Let's get back to the questions though.
[01:00:09] We got one here saying, a balancing question.
[01:00:11] Will you buff Zeros Argus launcher? I think his gadget could use a few more tweaks so his
[01:00:16] pick rate increases, quieter deployment, faster switch between sides.
[01:00:20] I almost feel like I can guess who's using him that is.
[01:00:23] But Zeros is a good one. Obviously, we've done a couple of different things. He's heard
[01:00:28] about them in the past. He is a jack of all trades kind of operator with the fact
[01:00:32] that he has a lot of utility he can bring to the board and a ridiculous amount of
[01:00:35] cameras as well. But even with that underutilization is there. We've looked into a couple
[01:00:41] different things. I've seen a wild prototype from the Barcelona team about his Argus launcher
[01:00:48] at one point and we were like, okay, that's a little crazy. We were definitely looking in
[01:00:55] different ways to enhance him 100% because every operator when we see that they're not
[01:01:00] quite getting the play time they should, especially with the amount of utility that
[01:01:04] The Guns are pretty good
[01:01:09] The only thing he needs is the split jump
[01:01:14] The reality is that it is something we constantly look at how to advance everybody
[01:01:20] We are still tuning it and seeing what we can find there
[01:01:25] but nothing to go into right now
[01:01:30] I appreciate the stealth aspect because I know that's one of the comments is that these things should be quieter
[01:01:34] Yeah, they are pretty loud
[01:01:36] We are going to go to the next question, actually another balancing related question
[01:01:41] Have you considered the live data that Doc receives when the defender hangs up to be a little too strong?
[01:01:48] Yes, this is a conversation point, 100%
[01:01:52] This is one of those points where before when we were doing the tuning we actually didn't have it
[01:01:56] And this is part of the series of changes that went in all together, which probably tip the scales.
[01:02:02] So to me, this is definitely one that we can discuss and talk about to see.
[01:02:07] Those three updates I mentioned, like obviously 2.1, 2.2, and then 3, that's not going to be the end.
[01:02:14] We'll continue to monitor and adjust and make the tweaks.
[01:02:16] Now those tweaks don't have to be maybe as major after the fact.
[01:02:21] Now that we'll have counters on the board, we'll have more clear cooldowns, less spam, more counters.
[01:02:25] more counters, we'll be able to adjust things a little bit more precise after the fact, and
[01:02:30] this sort of thing, which is huge, it's an intel giver. Fenrir has this kind of aspect about him too,
[01:02:35] like that gadget going on and off, and he can see it across the map, so he can give great
[01:02:39] call outs, and his gadget getting destroyed across the map, he gets to give that intel.
[01:02:43] And as we know, Intel is very, very strong in a lot of aspects of the game right now.
[01:02:48] So this is something that would be on the table.
[01:02:51] All right, I'm trying to go through as quickly as we can guys to get your questions,
[01:02:54] but what would it take to add a solo queue playlist available to everyone?
[01:03:00] A solo queue for 5v5?
[01:03:02] I didn't specify, but I'm assuming yeah.
[01:03:03] So I would assume yeah. So that's really looking into
[01:03:07] you know that pain point between you know playing as a solo player versus those that are coordinated and
[01:03:13] you know we have a lot of opportunity for us to continue working on the existing 5v5.
[01:03:18] But as I did mention you know we are interested in continuing our competitive ecosystem updates
[01:03:24] over time. So we'll see where that leads us in the future.
[01:03:29] I think it's important to mention that the pinpoints that our solo players have are something we're
[01:03:33] hearing very, very clearly right now. I mean, there are a lot of people who play solo and play
[01:03:38] for also different reasons and stuff like this. I mean, the true goal would be that we would
[01:03:43] love for you to find your squad because siege plays very differently when you're in a squad
[01:03:47] and that would be like that to me is where peak siege is if I'm speaking personally.
[01:03:51] But at the same time, that's not the case for everybody, like whether it be schedules
[01:03:56] or anything like that.
[01:03:57] I mean, I've got friends that play games with and we can't get everyone coordinated all
[01:04:01] the time, so it is what it is.
[01:04:04] But making that experience as best as possible for everybody and being able to play the
[01:04:07] game the way they want to and feel it's fair, it's competitive, it's that point
[01:04:12] where I can earn that mastery is something that we're really, really driven towards.
[01:04:16] So yeah, like Chris said, we have investigations ongoing.
[01:04:20] I have another question that I am not sure we can answer right now
[01:04:27] Great John
[01:04:31] So what is the current state on Moussin Keyboard on consoles?
[01:04:37] We are working towards that for the mid season update
[01:04:42] That is something that we have committed to and we are going to be bringing that out
[01:04:46] So again, you plug in a mouse and keyboard, it will automatically switch you into the PC
[01:04:52] pool and there is no spoofer, there is no way of, you know, some of these providers have
[01:04:57] ways for you to kind of say how much is it like a controller and all that kind of stuff.
[01:05:02] MouseTrap doesn't have to worry about that as much, meaning that it's technically easier
[01:05:06] for us to catch those that are trying to bypass if there was ever an exploit.
[01:05:10] But yeah, mouse and keyboard on consoles is slotting for the mid-season update this
[01:05:14] season.
[01:05:15] I'm really excited for the future to go live.
[01:05:20] We were testing it not that long ago and it felt really awesome and it's surreal to
[01:05:24] be sitting there and just plugging my keyboard in and just go.
[01:05:27] But then you're swapped into the PC pool and you get to experience that as well.
[01:05:31] Which again, it's all about giving players more ways to play and to play with their
[01:05:35] friends in the ecosystem they want to.
[01:05:37] Up to this point, you're mostly on gamepad, right?
[01:05:40] So we've definitely been playing in PC lobbies with game pads and stuff like this in some
[01:05:46] cases, but to be able to be native to the input device is going to be great.
[01:05:50] I'm just having that player choice.
[01:05:52] That's great.
[01:05:53] Cool.
[01:05:54] I'm just checking out.
[01:05:55] I have anxiety I had with him saying like I don't know if I can answer this.
[01:05:59] I'm like, thanks man.
[01:06:01] That boy is going to ask and we'll see what happens.
[01:06:02] It's like a huge relief, right?
[01:06:06] I'm seeing a lot of questions on marketplace right now guys.
[01:06:10] And I mean, we already said that's the beginning, but we'll say it again, you know
[01:06:14] We've seen your comments we know like now previously on social media on marketplace
[01:06:19] We don't have anything to share today in terms of major news
[01:06:21] But there will be a blog post early next week
[01:06:25] Which will cover its current status and how it factors into a broader economic updates that are being planned for Siege
[01:06:31] So there's your answer there guys and next week make sure you keep an eye out for that
[01:06:36] Next up is an interesting one
[01:06:38] I don't know why they are asking the context behind it, but is there any chance you will
[01:06:43] rework the way Hitbox works in Siege?
[01:06:46] I'd be interested to understand the context.
[01:06:50] I'd like to know the context, too.
[01:06:51] Maybe you guys can give us context on that, who asked that question and we'll try to
[01:06:56] give you more information.
[01:06:57] I remember forever ago, it was a long time ago, when I was in the game for a ship,
[01:07:01] there was a Jagger, how did it look like?
[01:07:02] Well, it's like, oh, I should have hitboxed it smaller?
[01:07:04] No, it's not.
[01:07:05] But I think, I could say this from a fundamentals point of view, we're always looking at ways
[01:07:10] to prove the fundamentals of stage, whether it's just from the gun play, the gun feel,
[01:07:15] and then that response to this within the game itself, like Hit Ridge and everything
[01:07:19] like this.
[01:07:20] We are constantly looking at ways to improve that, and even if it is the smallest adjustment
[01:07:25] that makes it just that much better, it's just one step closer.
[01:07:28] If we get a 1% gain, we'll take that 1% gain.
[01:07:31] So we do have teams that are actively looking for this stuff at all times in the health
[01:07:35] of the game in general. That would be my best answer to any core system, the bread and butter
[01:07:41] of how Sage works and how the mechanics work, is that we are always looking at ways to manage.
[01:07:48] In the last checkpoint, it was mentioned that there are more changes coming to Zofia this
[01:07:52] season. Can we get a sneak peek on what is coming for her?
[01:07:56] I don't know if I should, because all I can say is, when it came to the next patch, it's
[01:08:05] mid-season, and I remember when it was presented to me, and I saw it, I was like, are you sure?
[01:08:13] That was the thing I said, and then I'm like, well, God we're doing this incrementally,
[01:08:17] we'll see how she's doing, and she's doing much better now. Obviously, people are
[01:08:20] rolling her in, which is great. I'm super happy to be running her myself now again.
[01:08:26] Next up, would it be viable if the 1X got zoomed into 1.25X and the 2.5X?
[01:08:43] Oh wow, we are getting into details here.
[01:08:45] ACOG got zoomed out to a 2X, bridging the gap between players who want more or less
[01:08:50] zoom while keeping a big gap between the two scopes.
[01:08:54] It's a big gap, but you're getting close to that 1.5, but ultimately it comes down to,
[01:09:02] and I think I've mentioned this before, we are looking at magnified scopes just in general
[01:09:06] and how they perform for each individual and how we play the game.
[01:09:10] Because again, if you're sitting on a couch this far away, like we are from the TVs,
[01:09:14] you can't see the TVs, but there's TVs in front of us.
[01:09:16] But that changes how that magnification feels when you are playing and everything like this.
[01:09:28] So we are looking at different things like this and we are working with our balancing
[01:09:32] team on kind of assessing that.
[01:09:35] This discussion is something that because it is a scope, it is highly systemic, it will
[01:09:40] affect so many things at once.
[01:09:43] This could very well be a testing grounds kind of topic and that would be the way
[01:09:46] to look at it is that this sort of thing is so big that we would roll it at that way
[01:09:51] at least first as we are downloading with it.
[01:09:53] But there are different priorities of stuff that are running in parallel right now so
[01:09:57] that will probably have to come first.
[01:10:00] So we have context on the hit boxes, hit rejection is very bad right now is what they are saying.
[01:10:06] I'll say this, there actually was an issue with hit rejection just a little while ago
[01:10:10] I was talking to our technical director recently but it actually happened fixed.
[01:10:14] So that's the key thing, and there will be more updates in the point test again, because
[01:10:17] it was fixed like relatively recently in the pop-up last few weeks.
[01:10:21] But there was, like you're not hallucinating, it was actually something that was wrong, and
[01:10:25] we noticed it and we were like, what the hell's going on here?
[01:10:28] And then we went in and found it.
[01:10:30] So yeah, go ahead and test it again.
[01:10:31] If you still see issues, let us know.
[01:10:32] Yes, please.
[01:10:33] At least notify us.
[01:10:34] Honestly, I know Josh and I are always listening to what the community is saying.
[01:10:39] When we see these things bubble up, sometimes we have to come in and talk about it.
[01:10:43] We're constantly just kind of validating like, hey, is the game working as intended, right?
[01:10:47] Because we want to feedback on the design, we want feedback on the overall direction,
[01:10:51] and sometimes things like this can kind of get in the way, so we need to address them quickly,
[01:10:55] so we can find out, okay, is the direction actually working?
[01:10:58] So it's funny, because we do like rehearsals a little bit to make sure the tech and everything like that
[01:11:02] for these events, like these checkpoints go well, so just before we were talking about it,
[01:11:06] and I was saying how like whenever we do a feature update or whatever, I go on the servers.
[01:11:11] and then I just talked to people and get their feedback. So when one of you ones first launched
[01:11:16] and I got put in the line with a guy who was absolutely insanely good, he was just destroying
[01:11:22] me but he was being nice about it, which was nice. And I was talking to him and just getting
[01:11:26] his feedback about what do you think of the mode and stuff. He was like, this is
[01:11:29] all I'm playing since it came out. And I was like, oh, that's cool. But I do this
[01:11:34] for everything. So like new protocols up, I'll go in and I'll be there and I'll
[01:11:37] talk to the players who are playing it and stuff like this. Just to get these feedbacks
[01:11:40] and see when a new season launches, the first week I'm on every night and I'm playing and
[01:11:46] I'm checking the comms to see if someone is willing to talk
[01:11:48] What do you think of the season, what do you think of this or whatever
[01:11:51] So now what's going to happen is when you get this random dude asking you about the
[01:11:56] game you're like is that Mills?
[01:12:00] They know your voice very well now so they're probably like I gotta get a voice changer
[01:12:04] or something
[01:12:05] Do you guys plan on returning the old Outbreak event?
[01:12:12] We like reactivating events for multiple reasons, one because they are fan favorites, and they
[01:12:30] They may have collections that people really want as well, like I mean there are collections
[01:12:33] that see this is the annoying thing now I'm going off the rings again
[01:12:37] Even as a dev I don't get access to all the collections like the stuff that I missed as
[01:12:41] a player like so I have to wait for them to come around too so then I can get them
[01:12:45] myself
[01:12:46] So because of like I can't just go in the bag and be like yo hey just unlock those
[01:12:49] for me
[01:12:50] But so I look forward to that as a player whenever we reactivate an event that
[01:12:55] maybe I wasn't there for and that's always nice
[01:12:59] So it is something that we're always looking at, again, from the game view, the players
[01:13:03] enjoy it, they have a good time with it.
[01:13:05] And then there's maintenance, this is a very real development thing.
[01:13:08] This game continues forward every time and those events are kind of locked in a time
[01:13:12] capsule.
[01:13:13] And when we go to reactivate them, baby systems, as we talked about, everything's connected,
[01:13:17] a bunch of systems that were there are now gone or they've been updated to like
[01:13:21] new versions, so now we have to go back and retroactively clean up all this stuff.
[01:13:24] And if you look at Siege where it is now, we have new lighting system, new sound
[01:13:28] system. We have all new materials and stuff like that that are running, so all that work
[01:13:32] has to be usually updated to match it. So the cost of bringing some of this stuff back
[01:13:38] has to be weighed in as far as the engagement of it. Personally, to me, I would love for
[01:13:43] us to have access to, and I've said this before, the access to the history of the
[01:13:46] game so that players can experience it all. So as we get that opportunity, we bring
[01:13:52] things back. In fact, I think we already announced that we're bringing back an
[01:13:55] an old event at Lick Grand Larson later this year.
[01:13:58] Same idea.
[01:13:59] We want to bring these back and kind of have them relived.
[01:14:01] So I'd say never to say never, but it's definitely a cycle.
[01:14:05] And because of the amount of work that goes into it,
[01:14:07] we have to be very strategic about it.
[01:14:09] All right, that makes sense.
[01:14:11] But maybe you'll see it back, right?
[01:14:12] That's the thing.
[01:14:14] Cool.
[01:14:15] So next question, we've got a few more.
[01:14:18] We're running out of time.
[01:14:19] We have time for a couple more questions, guys.
[01:14:21] For the upcoming new scope for defense,
[01:14:23] we see it on attackers as well.
[01:14:30] I think there's a philosophy thing that's talked about here where it's something that
[01:14:35] we're dealing with and we've continued to deal with, where if there's a weapon on both
[01:14:38] sides it causes problems because the motive on both sides is different, like a defender
[01:14:44] can sit there and hold an angle forever whereas an attacker has to move through the kill
[01:14:49] zones because they have to take the ground. So that's always the difficulty there if there's a weapon
[01:14:54] shared on both sides because if you hurt it on this side or change it on this side, you're going to
[01:14:58] affect the other side. When we're talking about attachments, I think that's a very real conversation
[01:15:04] about which attachments will go where. Obviously, the majority of our ACOGs are on attack now.
[01:15:08] I mean, all magnifies on the attack and there's limited on defense. We've already made
[01:15:15] made those decisions at one point and continuing to evolve that and figure out what attachments
[01:15:19] make sense for one side versus the other. I think there is a real chance that you're
[01:15:23] going to see more of that in the future where there is exclusive to one side of the fighter
[01:15:27] versus the other to keep that asymmetrical nature alive.
[01:15:30] Are there plans to nerf Dokeby's weapons or remove some of them?
[01:15:49] The reason I say sort of is because, obviously, DMRs are a hot topic and they have been for
[01:15:55] a while there.
[01:15:56] I think I was on the checkpoint last time saying, oh, we're looking into DMRs.
[01:16:02] That's very much true.
[01:16:03] The true realization here is that our recoil system that we use for our weapons does not
[01:16:08] actually effectively represent that weapon class.
[01:16:13] If you look back ages ago, you'll see these cool depth documents talking about, or docs
[01:16:17] or whatever, talking about how the recoil system works in Siege.
[01:16:21] That system is great for a lot of our weapons, but not for DMRs, so we don't have the flexibility
[01:16:26] we need within that system because just like a remaster, we've gone in and hit every lever
[01:16:30] on it and been like, this is not hitting the mark, it's not working, so we've got
[01:16:34] to rebuild that.
[01:16:35] So DMRs are looking to rebuilding the actual recoil system for them so that we can reinvigorate
[01:16:40] what that weapon class is.
[01:16:42] So that said, that takes time and I mean as we know this is the pain point running, like
[01:16:47] I have Jackson's got the DMR right now.
[01:16:50] So we want to make sure that we can adjust this in the short term while folks are experiencing
[01:16:55] it.
[01:16:56] So in season three, we'll actually be making adjustments to the DMRs on defense in a bigger
[01:17:01] way here.
[01:17:02] So like a couple of things we're adjusting here, but that will be our stand in while
[01:17:06] we rebuild a new recoil system for DMRs as a weapon class.
[01:17:10] So that will take a little bit longer, but that's what we're aiming for right now.
[01:17:14] So yes, this will affect different operators, obviously DMRs in general.
[01:17:20] One more, not related directly, but it was a question that seems interesting because you
[01:17:24] talked about reworking recoil for the DMR.
[01:17:27] Someone's asking about reload animations and saying that sometimes you don't see the
[01:17:31] reload and it's frustrating.
[01:17:32] Is there anything being done to maybe address that?
[01:17:34] What do you mean you don't see the reload?
[01:17:36] saying that the animation isn't playing, I believe that's what they're saying.
[01:17:43] So there are two stages to every reload animation, at least there should be, but maybe it's not
[01:17:49] appearing or not. Basically there's a full reload which obviously the mag is removed completely
[01:17:54] and then replaced and the gun's ready. That's great, if you start the reload and the mag
[01:17:59] is released from the platform and then your animation cancels it, the mag will be gone
[01:18:03] and then you'll get the second half which is the make going back in.
[01:18:06] Both of those sequences should always be there because if there's one thing that has to be
[01:18:11] true in Siege is that it's a reliable, consistent feedback that leads to decision making.
[01:18:16] And if that is not there then that's a problem.
[01:18:18] So it sounds like a bug in a fit.
[01:18:20] If you've got a specific weapon, I don't know who it is, there's the camera there.
[01:18:24] I don't know who it is but if it's a specific weapon please just hit us up, send
[01:18:29] a message in or whatever and we'll take a look at it.
[01:18:31] Give us more details for sure and let us know what you think about the rest of the video.
[01:18:56] was the whole one in the chamber push was when I hear someone reload, I want to know
[01:19:00] that that gun is non-lethal unless there's one in the chamber. But if you know the weapon
[01:19:04] bathroom is like really like you're a real nerd about it, you can tell that one doesn't
[01:19:08] get one in the chamber anyway.
[01:19:10] That's cool. Yeah, but again, let us know, give us more details on issues you're experiencing
[01:19:15] and we can determine if it's just a bug on your side or if it's actually an issue
[01:19:18] that others are experiencing as well. I do have one more question because it seems
[01:19:21] like an interesting one. Will frag cooking come back in some way, shape or form?
[01:19:26] The reason for this is that action and reaction is something that is really important to Siege
[01:19:39] where you need to have different options on what you can do and in any given situation
[01:19:45] and the depth charge kind of thing that we were getting with Cooking of Nades was problematic
[01:19:50] for a lot of reasons
[01:19:52] But that said, we constantly investigate different ways in which we allow you to utilize your
[01:19:58] utility.
[01:19:59] Utilize your utility that fast.
[01:20:04] But the idea of cooking an egg right perfect and then knocking someone out is not a great
[01:20:13] experience there.
[01:20:14] And the reason we went with the way they are now is to force all the other skill sets
[01:20:20] in Siege.
[01:20:21] If I can throw an aid behind a half wall or something like that on the border, I'm going
[01:20:26] to force that flight at that point because you're going to move and you're going to die.
[01:20:30] You may get me in that fight because maybe mechanically you're a better shooter, but
[01:20:34] you're going to have to do it from a point of panic and I'm going to try to put that
[01:20:37] pressure on you or maybe I've got a buddy doing a cross on you or something like this.
[01:20:42] But it sets up for the next step of decision making and we really want to drive towards
[01:20:46] that.
[01:20:47] Thank you. It's not always easy to address those, but it's a really interesting conversation
[01:20:53] about the reaction points and everything that you have to have in Siege. It's a depth of
[01:20:59] the game. There's so much that goes in this engine, so many different mechanics that you
[01:21:03] have to understand and master. I find this with myself, or at least I did for a while
[01:21:09] and I got better about it, but you get analysis for analysis where you're like, well, if
[01:21:13] If I do this and he'll do this and then this will happen, then this will happen and I'm
[01:21:16] like, oh and there's 30 seconds on the clock.
[01:21:17] Cool.
[01:21:18] I'm sorry, there's more stuff.
[01:21:21] Okay, okay.
[01:21:22] Last one for real guys.
[01:21:24] No more after this.
[01:21:25] SMG12.
[01:21:26] Is it going to be a winner of this question?
[01:21:30] We have plans for it.
[01:21:31] So it'll be coming.
[01:21:32] All right.
[01:21:33] There you go.
[01:21:34] You got your answer.
[01:21:35] I hope you guys are all happy enough.
[01:21:36] But seriously, thank you so much for all of the questions, all the comments and everything.
[01:21:38] Keep them coming in.
[01:21:39] Don't just do it on a checkpoint.
[01:21:40] Go on social media.
[01:21:41] Seasonal surveys make sure you submit your feedback there guys because we're watching everything and we always want to hear
[01:21:47] How things are going with you and if you're enjoying the game that's the most important thing
[01:21:50] So that is going to do it for today. Thank you to a Chris Josh behind the scenes. We have our technical team
[01:21:56] We have of course
[01:21:57] Jackson right here who's been showing off his skills think doing a pretty darn good job
[01:22:01] If I do say so myself and yeah, that's going to do it for today guys
[01:22:04] We'll be back at the beginning of August for our next checkpoint focused on player protection
[01:22:08] But for now, we wish you a great afternoon. Thank you