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Rainbow Six Siege Devs Talk Bringing Balance

Posted by Cszcy in Games on September 19th, 2018

To get Maverick, the ability to create little murder holes reinforced walls is going to be amazing. This will probably never happen, but imagine if an attacking team comes to a bomb site, they take the site, the defenders are pushing to retake, but the attacking team puts some murder holes next to a Mira window... now that Mira window is way more deadly than Rainbow Six Siege Credits had been earlier. I think Maverick will have a huge impact on the total meta and how the game is played, both horizontally and vertically, and I'm really excited to see our specialists and all the other players use him in different ways.

When introducing new operators how can you balance for many levels of skill?

Our balancing team take both qualitative responses from the community at large, they take feedback from our pro players via a private Discord server, we've got professional player test sessions where we attract professional gamers into the studio and they play pre-alpha versions of these operators and provide their feedback. We build those operators . In addition, we look at the data, the quantitative side, and adjustments are made by us based on this as well.

We balance the match for drama, and the reason we do that is because the level of play is the most stable meta. The decreased abilities and ranks are where gamers are catching up with all the high level play over a period of weeks, so we will see something happen in Pro League that has a comprehensive shift in the meta, and then we'll notice that trickle down to Diamond rank on days, then Silver and Gold after a week or two, and then below that after a couple weeks. So by balancing the game at the maximum level, we're able to find the trickle down impact of that and how it impacts all levels of play. Even when Copper and Bronze players aren't pro players, they're still able to understand from these gamers and figure out different ways to apply what they are doing to their gameplay.

See the new ops will perform and 1 articles of game that players attempt to remind is to be patient. There are times where our players will have a reaction that is very competitive to a new operator's concept -- and we have seen it, it is a cycle, and it occurs every season. Our players hear about what an operator may be, the first teaser is seen by them, and the worst case scenario is instantly gone to by some players. That is ok, it's part of not having the full image, so we know that.


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