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Rainbow Six Siege reputation system will remain in beta for now

Ubisoft has been working on implementing an advanced reputation system into Rainbow Six Siege for quite a while now, and since Year 8 season 4, the system has been present in Siege in a beta state. For the time being, it's going to stay in beta - Ubisoft says the system still isn't behaving consistently enough and requires further improvement before it's fully implemented.


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REPUTATION SYSTEM BETA: STATUS UPDATE



REPUTATION SYSTEM BETA: STATUS UPDATE


In Y9S1 and beyond, we'll continue to update the Reputation System Beta to ensure its accuracy before any Standing Impacts go live.

This season, we've made several changes to the Reputation System. In this article, we'll share more on what these changes mean and how we plan to continue improving this system.

[h2]Y9S1 - POST LAUNCH LEARNING[/h2]
Following the Y9S1 release, it became clear that certain aspects of the Reputation System were not working as intended. Our teams gathered and analyzed player feedback while completing internal investigations, leading us to identify issues affecting the player experience.

[h3]COMMUNICATION PENALTIES - VOICE & WRITTEN[/h3]
We found that players were receiving communication penalties at a higher rate than expected. In response to this, a decision was made to disable the voice chat and written chat penalties. These communication penalties will remain disabled until we can implement further levers to ensure that all penalties given are fair, while also providing players a clear path to improvement.

On consoles, we were made aware of another issue which led to increased voice chat reports being visible in the Reputation Center. We also found that in some cases, misconduct such as Griefing or Voice Abuse was incorrectly labeled as "Excessive" in the Reputation Centre. A fix was released addressing these on March 21st.

[h3]COMMENDATION EFFECTS[/h3]
After season launch, we became aware of an issue affecting the speed at which Commendations would be reflected in a player's Standing, resulting in lower Standings for many players. Commendations are now affecting Standings promptly and correctly.

[h2]Y9S1 - REPUTATION SYSTEM UPDATE[/h2]
[h3]STANDING DEFINITIONS & BALANCING UPDATE[/h3]
With the launch of Y9S1, we implemented our latest balancing update for the Reputation System. Here we used the built-in weights and levers to better define the attainment of each Standing, aligning more closely with our intentions. The five bracket Standings were also redefined to provide more meaning to each of them.

The aim behind system balancing is to ensure that your Standing mirrors your actions. Right now, many players will find themselves in the Respectable bracket. Being in Respectable is a great place to be and should be the aim; it means you're the core of the Siege community, you're not detracting from others' experiences, and you're playing with care, making Siege enjoyable for players around you. Some players with consistent positive behavior might also enter the Esteemed and Exemplary brackets, but maintaining these can be more challenging.

Looking at the two lower brackets, falling into Disruptive doesn't necessarily mean your behavior is always negative, but it does indicate that you're not playing to the Siege ideals overall. With some effort, the Respectable Standing can be achieved. However, if a player finds themselves in Dishonorable, it means there are clear negative trends. In these cases, players need to adjust their behavior and remain consistent to improve their Standing and experience for the community's benefit.

[h2]WHAT'S NEXT?[/h2]
[h3]MORE LEVERS, MORE CONFIDENCE[/h3]
We've learned a lot since the Reputation System entered, in Y8S4, in its grace period and we're continuing to integrate those learnings to ensure that the Reputation System is fair, resilient, and understandable for all players.

We are currently making progress in incorporating protections that make a player's Standing more robust, going beyond reacting to player reports, and instead using additional factors. These improvements are directly driven by the feedback you have shared with us.

Our work continues so that we can develop further levers that will enable us to reactivate the communication penalties. We want to ensure that our system applies penalties only where necessary, and that players have a full understanding and trust in the Reputation System.

[h3]STANDING IMPACTS & RELEASE STATUS[/h3]
Thanks to your feedback, it's became clear that large changes are needed in order for the Reputation System to meet the requirements that we've set. With this in mind, Impacts based on your Standing will be no longer be introduced in Y9S2 and will instead come in a later season. Consequently, as the Reputation System will not see its full release in the coming season, it will remain in Beta for now.

We'll be sharing more information soon on when you can expect to see Impacts and the full release of the Reputation System. The deployment of Impacts will also be announced ahead of time so that players can be prepared. Once this feature does go live, we'll be monitoring the system closely and listening to your feedback on the update.

[h2]CONCLUSION[/h2]
The Reputation System will continue to retain its Beta status, reflecting its current form as we continue to make improvements and collect further feedback. Our priority will be to ensure that everyone is confident in the state of the Reputation System as we focus on reducing toxicity and making Siege a fun and enjoyable game for everyone.

We aim to continue to provide transparency and responsiveness around this system, and as we move forward, we want to keep hearing about your experiences. We're always listening as we work to provide a safe community.

Y9S1.2 PATCH NOTES



Y9S1.2 PATCH NOTES

See the fixes here coming in Y9S1.2.

[h2]Y9S1.2 PATCH SIZE[/h2]
Find the download sizes for each platform below.

Ubisoft Connect: 918.5 MB
Steam: 479 MB
Xbox One: 0.77 GB
Xbox Series X: 2.1 GB
PlayStation 4: 1.44 GB
PlayStation 5: 929 MB

[h2]BUG FIXES[/h2]
[h3]GAMEPLAY[/h3]
FIXED - Rappel breaks when used at the distance limit and then walking backward during animation.
FIXED - Incorrect default sight attachment shown for Fenrir's SASG-12.
FIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended.
FIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.
FIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs.
FIXED - Camera clips through player when using free-look and going prone next to a wall.
FIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.
FIXED - Free-look breaks if players look right and use free-look multiple times.

[h3]LEVEL DESIGN [/h3]
FIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.

[h3]AUDIO[/h3]
FIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.

[h3]OPERATORS[/h3]
FIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.

[h3]USER EXPERIENCE[/h3]
FIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.
FIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run.
FIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.
FIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions.
FIXED - Deimos' DeathMARK probe and laser don't display team color settings.
FIXED - Operator Guide content doesn't load properly when using the scroll bar.
FIXED - Camera shakes more than intended when entering rappel.