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