This season the Reputation System will see its Beta release, after previously running in a shadow mode. With the Reputation System Beta, we’ll be taking the next step by giving and showing players their Reputation Standing, while also allowing players to improve their behavior, playstyle, and interactions with others, without receiving any positive or negative effects based on that Standing. Today, we are going to outline its evolution with the addition of the Reputation Standing feature and provide information on the Ubisoft Fair Play Program Beta.
WHAT, WHY, AND HOW
FIRSTLY, WHAT IS TOXICITY?
At its core, toxicity is any behavior that is harmful to the people around you. In Rainbow Six Siege, this can mean behaviors and actions that are deliberately or passively harmful to players, in either a direct or indirect way. The following non-exhaustive list of behaviors are considered to be disruptive and could result in a negative Standing:
• Unwanted Communication (Cases of misconduct on either the written or voice chat level, such as insults, threats, harassment, or offensive language through our game systems) • Threatening And Aggressive Behavior (Impersonation, hateful conduct, etc.) • Negative Attitude (Griefing, game rage, sabotaging the team, friendly fire, blocking/disrupting teammates, giving away positions) • Leaving the game (Disconnecting, abandoning, AFK, rage quitting) • Communication Abuse (Offensive language, sexual harassment, flaming, harassment, online voice chat abuse, taunting, disruptive audio, chat spam, etc.) • Hate speech (Discrimination, racism, sexism, homophobia, emotional abuse, bullying) • Exploits, Botting • Any other actions that go against the Rainbow Six Siege Code of Conduct or Terms of Use.
WHY ARE WE ADDRESSING TOXICITY?
The importance of tactics and the high lethality of the game can lead some people to display harmful behaviors when mistakes or problems occur. The vast majority of players only demonstrate harmful behaviors occasionally, while there is a solid core of people who do so consistently and intentionally. Siege is a competitive, team-based game where every action is centered on cooperation, which creates an incredible playground for our community, but can also trigger negative engagement from some people, disrupting the experience for all. That’s why we’re continually working on toxicity detection and prevention and making changes to certain models to ensure our community has the best possible gaming experience.
HOW ARE WE TACKLING IT?
The Reputation System is helping us to move away from actions that were centered solely on sanctioning and banning players, though these will remain to be viable tools in some cases. The goal of this feature is to guide and give players the opportunity to change the way that they interact with others and with the game. It also aims to discourage poor behavior through feedback and consequences, and to highlight and support those who positively contribute to the game environment, making the game a better place for others.
NEW – REPUTATION STANDING
WHAT WILL YOUR STANDING BE?
Each player will now be given a Reputation Standing which reflects their in-game behavior. There are 5 Standings ranging from Dishonorable at the lowest, and Exemplary at the highest point.
HOW YOUR STANDING IS ATTRIBUTED
The reputation system tracks a variety of in-game actions that can be positive or negative, assigns a score to them, and applies effects to players’ accounts. This generates the Reputation Standing, a rating given to each person that shows how their in-game actions are perceived. The system must be understandable and trustworthy so that everyone can understand how their actions affect their Standing, and how to change it. The goal is to provide feedback to our players and to promote healthy interactions while discouraging toxicity. With this system, we seek to encourage positivity, inclusion, and engagement in the game.
EFFECTS OF YOUR STANDING
To begin with, there will be no negative or positive effects from having a particular Standing. Our goal is for players to learn the new system, and to have a chance to adapt their behaviors before such effects go live. During Year 8, we will enable penalties and bonuses which will be given based on a player’s Standing.
Negative Standing: • Reduced in-game gains • Limited game modes & other restrictions • Potential escalation of penalties • Opportunity for learning and reform Neutral Standing: • No effects Positive Standing: • Increased in-game gains • Benefits persist as long as a player maintains their standing • Special exclusive items
FINDING YOUR REPUTATION STANDING
Your Reputation Standing can be found on the Reputation tile on the main menu, the profile page, and in the Reputation hub. Your Standing will be private however, so this information will not be available to others. The main place for all things Reputation will be the Reputation hub, which can be accessed via the Reputation tile on the main menu. Here you can see your Standing and any active penalties. You will also be able to find more in-depth information on how the system works. The Reputation tile has also been updated so that you can now check your Standing at a glance. This will give you a quick snapshot, showing which standing you currently have, while the Player Profile will show your Standing as well as any current penalties.
REPUTATION SYSTEM BETA RELEASE
We will be deploying many of the first player-facing aspects of the Reputation System as part of a gradual rollout strategy. This allows us to continue to stress test our designs and systems, have meaningful effects of disruptive player behavior, all while also doing a form of pre-onboarding for players. With this Reputation System Beta onboarding, we will start by showing players their Reputation Standing along with various messages that inform them how they are currently being perceived by the system. During this time, many aspects of the system such as the bonuses and penalties will be turned off. This gives players a low-risk time to take appropriate actions on their Standing and allows for large scale testing and conversation around the overall reputation calculation system. The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.
PERSONAL DATA PROTECTION
As part of the Reputation System Beta Release, Ubisoft is processing your personal data to provide you with the program. To learn more about the way your personal data is being processed, please read the privacy policy.
FAIR PLAY PROGRAM BETA
The Ubisoft Fair Play Program (Beta) is a new program designed to help players understand the roots of toxicity and how to address disruptive situations online. Find out how to best handle online frustrations and create a positive environment for everyone through videos, quizzes and tips from pro players here*. *Note that the Fair Play Program Beta content is currently only available in English.
CONCLUSION
All individuals should be treated with respect, and we strongly believe that both good and bad behaviour must be addressed. For a long time, we have focused our efforts on negative behaviors and bans, but now we want to broaden our field of expertise and actions. We want players to be able to play the game as it was designed, and our anti-toxicity measures must reflect that. The ultimate goal is to guide players towards behaviors we want to encourage in the game, rather than purely focusing on sanctions. The Player Behavior and Rainbow Six Siege team is working hard to implement changes to the game while keeping in mind to increase cooperation and address toxicity.
These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Ubisoft account. For more information on how to link your Ubisoft and Twitch account, as well as opt in for Twitch Drops, please refer to this FAQ.
How to get involved
We are always on the lookout for additional content creators to add to the program. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:
This is an evolving program so to reflect this, the following requirements have been adjusted.
Requirements to be considered - Approximately 150+ concurrent viewers. - Average of 10 Rainbow Six streams per month. - Average of 20 hours of Rainbow Six streamed per month. - Positive standing with Ubisoft/Rainbow Six Siege. - High quality level of content. - Twitch Partnered. - Rainbow Six Siege reserves the right for final decision.
Consideration for Removal - Less than 10 Rainbow Six Siege main streams over 3 months. - Level of quality dropping below an acceptable level. - Standing with Rainbow Six Siege/Ubisoft compromised. - Any actions that may negatively affect the R6S/Ubisoft brand. - Loss of Twitch Partnership. - Rainbow Six Siege reserves the right for removal of any charms.
We would like to thank all the players who have taken the time to report and contribute to issues on R6Fix.
R6Fix is key in our efforts to improve the quality of the game we offer to our community. Development and QA testing is a significant part of all our processes, but even then, we are not able to prepare for every imaginable setup or scenario, and often the reproductions we receive from R6Fix are integral to our efforts to shorten the time it takes to fix difficult issues.
In this article, we hope to provide an update on its performance so far for Year 7 and grant more visibility into our internal processes to show how the production teams works with the platform.
HOW DEVS WORK WITH R6FIX
The QC team reviews new issues reported on the platform every day, with a special focus on major events. Once an issue is set as "Under Investigation" on R6Fix, the issue gets assigned and investigated according to its priority. Critical issues are treated first, dev testers then handle and will close the next issues accordingly. Following that, the issue is updated on R6Fix itself.
Here are some examples of how your contributions have helped our team:
#LIVE-39243 FIXED - MY BATTLE PASS CHALLENGES ARE NOT BEING COMPLETED
DEV TEAM: "We were able to find the problematic set of challenges using the screenshot provided in the R6Fix ticket. Applying the specific challenges set to our test accounts showed that there was indeed a problem with the tracking of its completion. A fix was deployed to address this issue."
#LIVE-37560 FIXED - IN-GAME HUD IS OVERSIZED WHILE USING 4:3_
DEV TEAM: "We were unable to reproduce this issue until we applied the same game and display settings as the player's. The dev team was then able to fix the HUD issues that only occurred using certain Aspect-Ratios display settings."
WHAT IS NEW?
With the release of R6Fix 2.0 last year, we worked on ways to address frustrations with the platform like search issues, ticket management, duplicates, etc. Here's an overview of the changes that have been made:
What are the major improvements?
With V2 we have completely overhauled the site, for a better overall user experience and a new severity system. With the severity system, contributors to an existing bug will help classify it and by doing so, help the devs get to the bottom of the issue and fix it faster.
How can the community help?
R6Fix goes a long way to helping us, as some issues can be hard for us to reproduce in-house, they can be hardware specific, timing specific, and so on. The fact is we can't match the sheer force in numbers of our community, that's why we invested in R6 Fix 2.0.
Can we use it on mobile?
Yes, and a QR code can sometimes be found in the in-game news to make it easier for console players to access it.
YEAR 7 IN NUMBERS
Over the last 6 months, we have had over 157,000 total visits. Almost 889 visitors per day, which helped contribute to 2300 issues!
HOW YOU CAN HELP
When entering an issue, please be mindful of duplicates. Reducing the number of duplicates greatly improves our response time. We also encourage you to share your R6Fix link when discussing issues - it's the easiest way to give others in the conversation the chance to contribute.
Starting Y7S4, crossplay will also be added to consoles. This will allow you to matchmake with players across different platforms allowing for lower wait times thanks to a larger matchmaking pool. PC and streaming platforms players will however be kept in a separate pool and will not be matched with console players.
SOCIAL & COMMUNICATIONS
The social tab of the Ubisoft Connect overlay will allow players to access their friends list and manage invites. Invites to squad up can be sent through both the first-party platforms and the Ubisoft Connect overlay.
Communication in Siege is key, which means that voice communications will be enabled by default at launch. As long as they have voice communications enabled in their options, players who are on the same team will be able to speak to each other, whether they are on the same platform or not. If needed, other players can still be manually muted in the scoreboard during a match.
To specify on which platforms others are, icons will be displayed when in a squad or during the match. Players who are from a platform in a different family will have the crossplay icon. Those on the same platform family as you will show your platform icon.
In case you would only want to matchmake with players on the same platform as you, you will be able to disable the crossplay features at any time by opting out of crossplay matchmaking, in the in-game menu setting options. For more information on how to disable this feature, refer to our dedicated self-help article regarding crossplay in Rainbow Six Siege.
CROSS-PROGRESSION
This feature will allow for unified progression and inventory, letting you share your progress, in-game currencies, and items across all platforms. For more details on cross-progression specifically, head out to our dedicated article on the topic: https://rainbow6.com/crossprogression
If you need any assistance with your Ubisoft account, reach out to the Ubisoft Support.
In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Solar Raid Season Test Server and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
GENERAL BALANCE
ALL OPERATORS
BASE STATS
Normalized movement speed while ADS
All operators will move at 2.34 m/s – current movement speed of a 3 armor operator – while aiming down sights (2 speed from 2.6 m/s and 3 speed from 2.73 m/s)
Every operator will now move at the same speed while aiming down sights. With this change, fast operators will still get around the map more quickly and heavy operators will tank more damage, but both should be on equal terms when taking on a fight and looking for the headshot. The relationship between speed and armor has always been a bit unbalanced. Speed is beneficial in every situation and has a direct impact on your performance, but armor lacks the same effect when a single headshot can kill you. This means that slow operators are always at a disadvantage during a gunfight when both players have good aim. This change should even the field.
Precision when shooting from the hip will always be the same regardless of the operator's stance. The current precision while standing will be the default.
We are also changing hip fire precision. As mentioned during the announced recoil changes, we want to reward precision and though sometimes useful, shooting from the hip has a strong reliance on luck. When you pair it with an operator going prone, it feels far less tactical than we’d like. So, we have decided to normalize precision regardless of the operator's position.
OPERATOR BALANCE
ALIBI
Removed 1.5x sight from MX4 Storm
The Prisma is no longer detected as an operator when thrown outside of the building.
The Mx4 Storm with the 1.5x sight is a very fun weapon to use, and having an agile operator paired with it is a refreshing and interesting way to dethrone Jager’s high presence. But Alibi’s presence is going up too fast and her KD is also too high, so we will remove the sight. Its use has already achieved the original goal of putting Alibi into the spotlight, as we always saw her as a hidden gem. We do not expect her to go back to her presence in Y6S2 (5%) and we hope she remains a fun operator to include more frequently in your defensive setups.
By removing the outside functionality from the Prisma, we can stop the annoyance and stress of attackers having the warning message on screen all the time. Alibi’s other passive ability, which hides operators' identities when outside of the building, isn't as frustrating and makes her fun to use, so it will remain.
ARUNI
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
By reducing her speed, we want to limit the amount of destruction she can cause as the only resource she has to manage is time. We think this change can make it more challenging to leverage the instant destruction of hatches and barricades, as she will move slower.
DOKKAEBI
BASE STATS
Speed: 3 (from 2)
Armor: 1 (from 2)
With her arsenal, having the DMR and the BOSG, Dokkaebi is normally dedicated to holding long angles. She’s used to being far from the action and may need to do long rotations to join her teammates. Additionally, picking up a defender's phone can force her to completely change her approach, and rotate to the other side of the building to leverage the camera hacking. We expect the extra speed to help her in these situations.
Usually, 3-speed operators have a very aggressive playstyle, but Dokkaebi being limited to the SMG-12 and C75 for close range, reinforces her passive strengths and you will always have better options for aggression.
ECHO
BASE STATS
Speed: 2 (from 1)
Armor: 2 (from 3)
The added speed will let Echo relocate faster and help teammates with the Yokai drones. At the end of around his ability can be very decisive, as he can win it by himself without having to shoot a single bullet, but the reduction in health will force him to be more careful when taking fights in order to survive that long.
ELA
BASE STATS
Speed: 2 (from 3)
Armor: 2 (from 1)
We buffed the recoil of the Scorpion EVO 3 in Y7S3.0 to align it with the new direction, and that made the weapon more useful at all ranges. But her previous speed paired with the strength of her Grzmot Mines, urged us to do something before she becomes an issue. We prefer to be a bit cautious with an operator with this record.
MELUSI
BASE STATS
Speed: 1 (from 3)
Armor: 3 (from 1)
The Banshee is always a useful gadget. Even if it doesn't trigger, it gives you the information that nobody is coming from that direction. We want Melusi to be more aware of them to leverage their strengths. So, she will be slower and need to stay close to react to any activation. Additionally, the extra health can help her survive more fights around the Banshees or play in close quarters with the shotgun.
MUTE
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
We want to reinforce the use of the shotgun in low ELOs to help with prep at the site. The extra health will make close-range engagements more appealing and help him survive fights.
OSA
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
Osa only exposes her limbs while holding the Talon-8 Shield, and she is vulnerable when pushing behind it as she cannot fight back without exposing herself. The extra health may help her survive an engagement while the shield is equipped, and get back to safety, to equip the weapon or wait for a teammate, to push again.
SENS
BASE STATS
Speed: 3 (from 1)
Armor: 1 (from 3)
While being a 3 armor operator helps to tank more damage when trying to push behind the R.O.U. Projector screen it primarily served as an opportunity to add more variety to the attacking line-up. We believe that Sens will fit better as a 3 speed operator. This change may help them execute faster and follow the R.O.U. Projector closer to leverage its potential.
SLEDGE
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
With this change, we intend to make Sledge play a bit more carefully. Currently, when he takes control of an above floor, he feels free to destroy a lot without facing too much opposition. The slower movement will reduce the reaction time allotted to run away from Nitro Cells and the extra noise will make it easier to punish predictable players. On the other hand, the added health may help him survive less accurate explosions.
THATCHER
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
We considered a rework for some time but decided to release the EMP impact grenade to see its effect on the game and on Thatcher's ban rate, before reevaluating his possible rework down the road. It’s still too early to see all the effects of the new gadget, but we can still make some small changes to combat his high ban rate.
By making him a bit slower, he will need more time to rotate after using all his resources to open walls at the beginning of a round. This may make him less ban worthy if players aren’t interested in playing him in every situation.
THUNDERBIRD
BASE STATS
Speed: 2 (from 3)
Armor: 2 (from 1)
Thunderbird maintains a high presence on console despite the changes to the Spear.308 in the previous season. Rather than touch the weapon again, we will reduce her speed to encourage more passive play near the Kona Stations. More health also means more opportunities to leverage her gadget and play as an anchor.
ZERO
BASE STATS
Speed: 3 (from 2)
Armor: 1 (from 2)
Zero has a lot of work to do to create his camera network and can easily spend an entire round trying to properly place cameras. His speed increase should shorten the set-up time and allow attackers to leverage all the information gathered by them before the final execution. The health reduction will make this work more dangerous however, as he will be vulnerable with the Argus Launcher equipped and will resist fewer bullets.
ZOFIA
BASE STATS
Speed: 1 (from 2)
Armor: 3 (from 2)
Zofia has a very strong loadout with 4 projectiles and access to an LMG, which isn’t as strong as before but remains a good option. Basically, she can do everything on her own. We do not want to change that, as having more autonomous operators can make things more agile for the attacking team, but we can slow her down. Additionally, it should better differentiate her from Ash, as both have always been quite similar.
WEAPON BALANCE
AK-12 (ACE & FUZE)
Damage: Reduce to 40 (from 45).
The AK-12 is one of the highest damage per second weapons, which makes Ace powerful in the breaching and fragging departments. We want to align him with the other hard breachers, who are more balanced utility-wise. We think the recoil is challenging enough for now so we will reduce the damage to directly affect the DPS.
This change will also affect Fuze, but we do not expect it to have the same effect on him.
C7E (JACKAL)
Magazine: Increase capacity to 30 bullets (from 25 bullets).
With the introduction of the new recoil patterns, and more precisely, how the recoil intensity increases over the duration of the burst, we have considered that the previous magazine change of 25 bullets from 30 is no longer needed. Having a bigger magazine will make the weapon more comfortable to use. With the aggressive meta we have right now, it is difficult for Jackal to search and take down multiple roamers. We expect this change will help him when facing several defenders in a row.
FMG 9 (NOKK & SMOKE) [PC]
Vertical recoil : Increased upward speed.
Horizontal recoil : Increased general spread with slight tendency to the left.
Suppressors across all weapons have seen an increase in usage of about 10% since the release of Y7S3.0, where we removed damage penalization. This is within the limits we were targeting. We expected to have outliers that would need adjustments after the change, and the FMG 9 is the first that has appeared. Nokk's ability synergizes well with the silencer, therefore a higher silencer pick rate is not concerning. The current values show us that the FMG 9 may be too easy to pair with this attachment. So, we will make using this combination more challenging, especially at long range, by increasing both vertical and horizontal recoil.
6P41 (FINKA & FUZE) [console]
First bullet kick: Intensity increased.
Vertical recoil: Increased upward speed.
One of the objectives of the recoil changes were to adjust the power of LMGs. This was effective on PC but not as much on consoles. So, we are going to increase the intensity of the 6P41’s recoil by another step.
LMG-E (ZOFIA) [console]
First bullet kick: Intensity increased.
Vertical recoil: Increased upward speed.
Even with changes in the pick rates between Zofia's weapons, the shift can mostly be attributed to the M762 buff rather than the LMG-E nerf. The slow increase in the LMG-E’s pick rate shows players realizing that it’s still better. So, recoil will be increased to bring it in line.
QUALITY OF LIFE UPDATE
Friendly Fire: Disabled during prep phase.
This is a change made mostly for player comfort and should prevent accidental ally damage when opening rotation paths or hunting enemy drones. It should also address some instances of griefing and toxicity known to occur in that phase.
Each season, as we introduce new content, we will now also provide an updated Roadmap to ensure transparency on upcoming features.
We’ve stated previously that the reality of developing for a live game means that our roadmap may evolve depending on the priority given to each feature and various other factors.
As you'll get to see below, Y7S4 is packed with new features and in order to deliver a strong season, a few topics have also moved around.
That said, let’s dive into the mid-season Roadmap update.
ROADMAP UPDATES
[MAJOR FEATURES] RANKED 2.0
Status: confirmed for Y7S4
The Ranked 2.0 system has been fine-tuned and is ready to be released during Y7S4. This will change the way your ranks are attributed as well as updating several other parameters. More information on this feature will be shared during the Y7S4 reveal panel.
[UI] CONTROLLER INPUT PRESETS
New targeted delivery: Early Y8
Our team is currently working on several improvements for consoles such as Advanced Controller Options to customize aiming, which will be released during Y7S4. We’ve decided to move the release of the Controller Layout Presets to early Year 8 to focus on these other console quality-of-life updates.
[EVENTS] PERMANENT ARCADE MODE
New targeted delivery: Y8S1
We are hard at work to bring several former Arcade Game Modes into the game permanently, but in order to finalize their implementation we will need more time than anticipated. In order to bring you the best experience, we are shifting the release date of this feature from Y7S4 to Y8S1.
[PLAYER PROTECTION] EARLY VOICE CHAT PENALTIES
New targeted delivery: Y8S1
We want our players to feel protected, by allowing them to play safely and avoid any undesirable verbal abuse. The end goal is to reduce behaviors such as insults, threats, offensive language and more. We will also continue to adjust the thresholds of reputation penalties that were previously released in order to detect and look at repeat offenders that perform regular abuses through our game systems (friendly fire and unwanted communication). We need time to learn from the Reputation Penalties that have recently been deployed, so we are shifting the release date of Early Voice Chat Penalties from Y7S4 to Y8S1.
This new feature will allow players to access their Reputation Standing. During the beta phase, coming in Y7S4, players won’t receive any positive or negative effects based on that Standing. Our objective is to start with a safe onboarding process that gives everyone a chance to adapt and modify their playstyles and interactions accordingly. We are looking forward to the community’s input as we continue to improve this feature.
We recently released a security update to the PC population. This new initiative was developed over the past months to combat cheating.
While we cannot share details of the update in order to protect its integrity, we’re confident of the solution we’ve been able to put in place. We take the cheating concerns the community has shared with us seriously and are always looking for novel ways to secure both our game and players.
Note that we will be monitoring the effects of our change closely as it will have an impact on some third-party applications. We will also keep an eye out for any of your reports on changed behaviors.
Please do not hesitate to let us know if any new issues are encountered through the R6Fix platform as it will help us improve our solution.
BATTLEYE AND DATA BANS
For an overview on bans, we bring our latest BattlEye and Data Ban numbers, including data until the end of October.
CHEATS ADDRESSED
Since our last Anti-Cheat update and with our latest game updates, we’ve continued our work on addressing cheats that have been affecting players. Below are the cheats that we’ve been working on, with updates to them now being live.
• Pause in planning phase • Amaru NoClip • Aruni Melee exploit • Iana NoClip • Force Gadget • Infinite Ammo • Remote/instant Kill
HOW YOU CAN HELP
Report Cheaters In-Game
In-game reporting continues to be the best way to get your reports to us. If you’re reporting a cheater on social media, the following can help us to identify and sanction them.
• Clear video or photo proof of the incident • The offending player’s Username and User ID • Match ID for any relevant matches • Date and time of the incident
Can’t see their Username due to Privacy Mode? Getting their Display Name and the Match ID will help.
TEXT CHAT - REPUTATION PENALTY
What it is
With Y7S3.3, we introduced an update to the Reputation System to reduce unwanted communication and the impact that top offenders can have on others, by triggering countermeasures when text abuse is detected.
Text Chat – Grace Period Ended
Going forward, if an offending player continues to be abusive in text chat after two warnings, a Reputation Penalty will be triggered leading to their text chat being restricted for the next 30 matches.
Text Chat Penalties
Players with penalties will start each of their matches with their text chat muted for others by default. Players will still have the option to unmute the offending player, allowing other players to have a choice, while also allowing an extra layer of safety against toxicity.
What Is It? The written chat penalty aims to reduce unwanted communication and the impact that top offenders have on others in our game by triggering counter measures when repeated abuse is detected.
Expected Penalty Behavior Players who engage with a high amount of text chat abuse will firstly receive warnings. If the offense continues after two warnings, the written chat penalty will be triggered, leading to the player’s outgoing text chat being muted to others by default for the next 30 matches.
Current State Currently the system is in a grace period and during this period players will only receive warnings. Once over, players who did not adjust or amend their ways of communicating, will be sanctioned. We'll continue to monitor and improve this feature.
REPUTATION CENTER
What Is It? The Reputation Center in its current release displays information about a player's active penalties and their remaining duration. As the Reputation system evolves, this section will update to display more information about a player's Reputation as well as active penalties.
Where To Find It With two penalties being live, a Reputation tile has been added to the Home section, below the Alpha Packs tile. This tile will display the number of active penalties and provide access to the Reputation Center.
Below you will find the download sizes for each platform.
Ubisoft Connect: 675 MB Steam: 1.4 GB Xbox One: 854.90 MB Xbox Series X: 1.17 GB PS4: 922.3 MB PS5: 874.8 MB
GAME HEALTH
REPUTATION PENALTY: ABUSIVE TEXT CHAT
After monitoring a shadow deployment over the last weeks, abusive text chat penalty will now be activated, starting with its "grace period".
During grace period all players will only see warnings so they can adapt to the new system.
After the grace period is over, players who have sent too many hateful or abusive text chats will receive the abusive text chat penalty which will be active on their account for 30 matches.
The Reputation section currently displays information about a player's active penalties and their remaining duration.
As the Reputation system evolves, this section will update to display more information about a player's Reputation as well as active penalties.
You can access this new section by clicking on the Reputation tile in the Home section.
REPUTATION TILE
With two penalties live, a Reputation tile has been added to the Home section, below the Alpha Packs tile.
This tile will display the number of active penalties and provide access to the Reputation section.
BUG FIXES
GAMEPLAY
FIXED - Camera gets stuck in drone view. FIXED - Operators in downed state are eliminated if they fall through a hatch. FIXED - Dot reticle remains on screen if player aims down sights multiple times at once.
LEVEL DESIGN
FIXED - Multiple LOD issues on various maps. FIXED - Using Kiba Barrier on top of shelves in Basement Arsenal Room of Club House allows players to climb on top of them.
OPERATORS
FIXED - Warden is unable to activate his Glance Smart Glasses during a custom session occasionally. FIXED - Under Barrel Laser cannot be equipped on the RG15. FIXED - Grim does not receive score points when an ally eliminates an enemy pinged by the Kawan Hive. FIXED - Ace's S.E.L.M.A. Aqua Breacher will attach to the opposite side of a wooden wall, but will destroy the wall as normal. FIXED - Dokkaebi is able to use her Melee during the deployment of the Logic Bomb. FIXED - Vigil is not receiving score points when activating ERC-7 before entering the Kawan Hive.
USER EXPERIENCE
FIXED - Objective Markers, Operator Names, and Icons disappear the first time the spectator changes floor in Spectator Mode. FIXED - Barricades are still visible after being destroyed if the player is joining a match in progress. FIXED - Unmoved hostage eliminated by Goyo's Volcan Shield will be attributed to the one detonating it. FIXED - In Match Replay, users are unable to select drone view after using the rewind function to go back to the preparation phase. FIXED - Crosshair Occasionally missing after spawning. FIXED - Various UI issues. FIXED - Various Shop and Customization issues. FIXED - Various Localization issues.
Try out the latest Siege updates on the Test Server and don't hesitate to report any bugs or issues you encounter on the new and improved R6Fix.
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
DOKKAEBI
Logic bomb now affects defenders in Support Mode.
Population targeted by this change: All.
This change is meant to curb the advantage of eliminated or Joining-in-progress defenders sitting on cams, particularly at bomb sites. Dokkaebi can now more reliably create openings in the defenders' network for diffuser plants and other strategies.
ROOK
Armor Vests grant withstand.
Population targeted by this change: All.
The impact of Armor Vests are difficult to measure in most encounters. To make them more interesting to use and useful in tough situations we've added the withstand ability.
DOC
Each projectile heals 200 hp (from 40)
Add Balif as 3rd Secondary
Population targeted by this change: Casual.
The effectiveness of Doc's healing ability suffers greatly from the newly enhanced functionality of Rook's armor plates. So, it's been increased to better match the skill required to hit friendly allies with healing projectiles.
CASTLE
Add M45 Meusoc
Population targeted by this change: All.
We wanted to add a weapon choice for Castle's 3rd weapon slot.
KALI
Increase damage to 135 (from 127)
Population targeted by this change: All.
To provide a counter for Rook's new utility we've increased Kali's damage output.
KAID
Increase maximum ammo to 121 (from 71)
Population targeted by this change: All.
Ammo has been increased in order to make the TCSG 12 a more attractive option.
GOYO
Increase maximum ammo to 121 (from 71)
Population targeted by this change: All.
Ammo has been increased in order to make the TCSG 12 a more attractive option.
ABILITIES
OVERHEAL
Reduce maximum Overheal to 20hp (from 40)
Population targeted by this change: All
We hoped to reduce any frustration caused by boosted characters as well as normalizing the limits of Oveheal.
Try out the latest Siege updates on the Test Server and don't hesitate to report any bugs or issues you encounter on the new and improved R6Fix.