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Rainbow Six: Siege |OT| Idris Elba sold separately

Going off of Ubi's reddit representative, they literally started working on OP Health the same time they announced it, so around 2 weeks. The past few months have been used on working on Hong Kong.

That explains one of the reasons why we have a 1gb patch that is just a rank reset and Doc posing.
 

Disgraced

Member
Oh, I get it. And I don't like it. Not with no new, real content whatsoever to subsitute. It's shit. And it's sad.

THEY COULDN'T EVEN ADD AN OPERATION HEALTH HAT

A HAT
 

andycapps

Member
Going off of Ubi's reddit representative, they literally started working on OP Health the same time they announced it, so around 2 weeks. The past few months have been used on working on Hong Kong.

That explains one of the reasons why we have a 1gb patch that is just a rank reset and Doc posing.
I think there's more in the patch than a Doc picture. The rank reset should be done on server side. It's a 1 GB update. I'm just assuming it's code they're going to be using later.
 
like you guys couldn't even launch this with new cosmetics

those plain black and/or blue uniforms everyone asks for every day

a single item for doc

something that isn't a wallpaper

something

some

thing

Yeahhh, I aint booting this game up for a while, till there's some solid changes...
 

Disgraced

Member
I think there's more in the patch than a Doc picture. [...] It's a 1 GB update. I'm just assuming it's code they're going to be using later.
In part cosmetics they're releasing later, I bet.

Let me armchair game dev a bit here.

How hard could it be to produce some basic black and blue-tipped outfits/skins? For some it could just be adjusting a few hues, right? People are extracting and fucking with the assets all the the time and posting their renditions and suggestions. I've done that shit myself with Skyrim. How much different is what they're doing?

Why is this patch nothing of substance? Why aren't some of those cosmetics out now? There is nothing to encourage me to keep playing and nothing discourage me from bitching about it on the internet. If the whispers are true and the dev team is too small, what is this art team whose (paltry) output is supposed to be "unnaffected" by Operation Eat Your Vegetables, Kids?
 

Giganteus

Member
I'm curious as to why they wanted to change the menu theme to Operation health, even though this small patch doesn't really reflect any of that stuff. Weirdly arbitary and shallow.
 

fr0st

Banned
I'm curious as to why they wanted to change the menu theme to Operation health, even though this small patch doesn't really reflect any of that stuff. Weirdly arbitary and shallow.
Probably so people don't keep asking where are the new operators etc.
 

nOoblet16

Member
Ended platinum 1 end of last season. After 10 placement games 7W 3L I placed gold 2. Feelsbadman
Back to earning 99 points for a win and 67 for a loss I guess (real numbers)
I don't think you can get any higher than Gold 1 in placement matches, I won't 10/10 last season and got placed in Gold 1.

20gb update ubi pls compress better

the recent for honor update added 2 characters and 2 maps and was 10gb and that's still too much
Update is 1GB
 
Had some quality games of ranked yesterday with "off-meta" strats. Playing with a 5 man squad and trying the underplayed sites in ranked like:
Bedroom/gym defence on Clubhouse.
Master bedroom/office and bar/gaming room on Chalet.
And so on.

Our attack strats were largely just taking a couple shield operators instead of Thermite/Hibana and brute forcing our way into the objectives.

It's was surprisingly effective.
 

TheStruggler

Report me for trolling ND/TLoU2 threads
I assume you're playing in a party for this. There's not a magic setting. You use the rocker button on the front of your left ear to adjust the level of game sound vs party sound. Some people talk quieter or just have a mic that is harder to hear.

If you click up on the rocker, it will make the game sound louder with the tradeoff of party chat being quieter. If you click it down, the reverse.

I use this in combination with the overall volume (rocker button on the back of left ear) to get it where it needs to be. Generally if I'm with somebody harder to hear I adjust it so the party chat is slightly too quiet for my liking, then raise the overall volume a notch or two. This does make the game itself louder than I would normally have it at if I weren't playing a game with party chat, but it lets me hear everybody without sacrificing the important game sounds.

You need to get used to the controls and be able to adjust them on the fly in the middle of rounds when necessary. If you want my specific settings I will zero it out and count the number of presses for you, but how you like it probably won't be the same as how I like it.


As others have said, if people are yelling unhelpful call outs over the top of your game volume or screaming about how unfairly they died for 30 seconds after they died, you're still going to have trouble, but that's not a problem with Golds either.

should have been more clear, which preset do you use for audio
 

Auctopus

Member
I think when it comes to map balancing, Ubisoft need to understand the difference between creativity and cheapness.

I think even the saltiest player can appreciate when they are either a) outplayed or b) killed in a creative manner that they hadn't considered. For 'A' to happen, unless the player is in the late-stage of an engagement, or positioned ridiculously, the player shouldn't feel helpless. You shouldn't have to be a Seer to see where you went wrong. This is one of the significant drawbacks of defending on House - there is hardly any room to move, there's a window/vantage point (of the attacker's favour) in every direction and nearly every floor/wall is destructible. Now, whilst this is somewhat realistic (a suburban home is built with very different materials compared to a Bank), at the end of the day - Siege is a game that requires balancing. The same issues persist in maps like Favela.

Removing the player's ability to improvise due to a lack of options kills the addictive gameplay loop that I believe has made the game successful. The creativity that the range of operators and map designs grants the player is what makes the game enjoyable. Bugs and glitches are one thing but when you propagate design that encourages cheap gameplay loops that result in minimal tactics, engagement variety and gadget use, that's the core of your game gone.

I honestly believe that operators such as Jackal and improvements such as the Glaz "thermal" vision were genuine attempts to cut down on cheap gameplay - they just weren't tested thoroughly (and due to Ubisoft's lacklustre patch system, have outstayed their welcome far too long). They gave Glaz smokes and didn't check his recoil (apparently fixed in the upcoming patch) which meant he went from an attempt to cut down on external flanking and heavy roaming on maps like Plane, to a one-man Aceing machine (hyperbolic but you get the idea). With Jackal, the Ranked meta just isn't designed for the initial cat & mouse phase of Attack (where Jackal thrives) anymore due to A) people knowing the maps so well that from only about 20-30 seconds in to the round, the player is already engaging in gun-fights with peekers and roamers and B) Ranked match times/tactics are too short for players to waste time tracking roamers they know are present. These two factors are only exaggerated in Pro League and are probably the reason why Jackal is so unpopular as a pick there.

Sorry this got so long but I really hope in future maps (and any map adjustments they make in the next few months), the team consider the act of problem-solving using gadgets that don't directly lead to killing other Operators. I feel in the current "meta", most problems are solved by shooting your gun and when they are solved using a gadget, it's "Hey, this wall is perfect for me to Fuze on to helpless opponents.". This is just my opinion (and I know there's people in this thread an on the sub-reddit that disagree) but I feel that the gameplay is more satisfying when I use a tactic that controls the opponent's team, rather than kills them 10 seconds in to the round.

E.g. "The synergy created by the combination of our defensive gadgets re-routed the enemy team towards an attack route that allows us to concentrate our defensives in a singular direction." (I know nobody talks like this, it's for clarity, haha)

vs.

"I punched a hole in a wall that they can't see and downed them on the spawn path they had no choice in taking."

Players will always choose the path of least resistance. Which is why I believe if Ubisoft design smarter, they can eliminate the player's option to play cheaply and therefore improve the player's satisfaction level and the community's skill base.
 
God this games matchmaking is fucking garbage.

Getting matched with level 18s and 19s is dumb. I have no idea why they are allowed to queue up with a friend, even worse when it's some guy who just started the game, is level 6 and just picks recruit every single round.

Holy shit.
 
God this games matchmaking is fucking garbage.

Getting matched with level 18s and 19s is dumb. I have no idea why they are allowed to queue up with a friend, even worse when it's some guy who just started the game, is level 6 and just picks recruit every single round.

Holy shit.

Maybe that's your skill level.
 
E.g. "The synergy created by the combination of our defensive gadgets re-routed the enemy team towards an attack route that allows us to concentrate our defensives in a singular direction." (I know nobody talks like this, it's for clarity, haha)

vs.

"I punched a hole in a wall that they can't see and downed them on the spawn path they had no choice in taking."

Players will always choose the path of least resistance. Which is why I believe if Ubisoft design smarter, they can eliminate the player's option to play cheaply and therefore improve the player's satisfaction level and the community's skill base.
I'm not buying what you're selling. The spawn path thing just isn't true. You have multiple spawns to choose from and multiple paths out from pretty much all of them. There's not a map on the game where I don't feel like I have a 100% safe approach to the building if I want it. Yes you need to be observant and if you see a hole in a wall or a barricade you're best off shooting it, but generally these are fights that are to your advantage if you have awareness.

Jackal doesn't show up in Pro League because he's redundant. They have a good idea where everyone is and communicate it. He's not a top tier pick for Ranked but he can certainly be useful. He can clear big chunks of some maps for teams that aren't super coordinated and properly clearing the map as a team. And it's just not true that you don't have time to flush out roamers. You have to be quick and efficient but if you've ever been tracked by Jackal as a roamer with attackers tightening the noose around you know it can be quite effective.

As for setting up and dictating what the attackers do, I think you have plenty of options. But you need to back up your defensive setup with your guns for sure. It sounds to me like you just want to be able to play the game more passively. Why should your reinforcements and gadgets dictate what the attacking team has to do if you're not out front defending them? A lot of times that's just the fight. Denying a Thermite and forcing them to have to take the objective through a tiny door.

I guess there is the caveat that I don't play a ton of bomb as friends refuse to play it. That mode does seem a bit more gunfight focused.

I don't even really get the complaints about House. I'm fairly comfortable in most spots on the map on defense. Most of the outside angles have multiple jump outs that counter, and won't force a well-positioned defender into an engagement. You just have to accept that you can't run willy-nilly around the map in the middle of the round.

Defending isn't just about turtling up on the site. Maybe I'm not fully understanding your position. But to me defending means defending the whole map. Denying them entry into the building if possible. Denying all sorts of things adjacent to the objective. Pressuring and slowing down the attackers whenever possible.

For me, when it gets down to like 3v3 with 20 seconds left and it's just go-time is the best thing in multiplayer gaming. Understanding what operators are on the board, what defenses are left or are broken down, what you have left for the last second push... it's the most tactical thing out.

I have minor gripes about some of the things in the game design but it's clearly been going in the right direction since release. I of course have major issues with the technical flaws and how Operation Health launched with absolutely nothing... but sheesh, criticizing the game design of Siege seems insane to me.
 
I think when it comes to map balancing, Ubisoft need to understand the difference between creativity and cheapness.

I think even the saltiest player can appreciate when they are either a) outplayed or b) killed in a creative manner that they hadn't considered. For 'A' to happen, unless the player is in the late-stage of an engagement, or positioned ridiculously, the player shouldn't feel helpless. You shouldn't have to be a Seer to see where you went wrong. This is one of the significant drawbacks of defending on House - there is hardly any room to move, there's a window/vantage point (of the attacker's favour) in every direction and nearly every floor/wall is destructible. Now, whilst this is somewhat realistic (a suburban home is built with very different materials compared to a Bank), at the end of the day - Siege is a game that requires balancing. The same issues persist in maps like Favela.

We can agree on map balance being a problem with some maps. House is very attacker friendly, as is Flavela


Removing the player's ability to improvise due to a lack of options kills the addictive gameplay loop that I believe has made the game successful. The creativity that the range of operators and map designs grants the player is what makes the game enjoyable. Bugs and glitches are one thing but when you propagate design that encourages cheap gameplay loops that result in minimal tactics, engagement variety and gadget use, that's the core of your game gone.

I'm honestly not understanding this however, what's removing your ability to improvise? Why do you feel you're lacking options?
Finally, what do feel is "cheap"?



I honestly believe that operators such as Jackal and improvements such as the Glaz "thermal" vision were genuine attempts to cut down on cheap gameplay - they just weren't tested thoroughly (and due to Ubisoft's lacklustre patch system, have outstayed their welcome far too long). They gave Glaz smokes and didn't check his recoil (apparently fixed in the upcoming patch) which meant he went from an attempt to cut down on external flanking and heavy roaming on maps like Plane, to a one-man Aceing machine (hyperbolic but you get the idea). With Jackal, the Ranked meta just isn't designed for the initial cat & mouse phase of Attack (where Jackal thrives) anymore due to A) people knowing the maps so well that from only about 20-30 seconds in to the round, the player is already engaging in gun-fights with peekers and roamers and B) Ranked match times/tactics are too short for players to waste time tracking roamers they know are present. These two factors are only exaggerated in Pro League and are probably the reason why Jackal is so unpopular as a pick there.

There's a whole lot in that paragraph to pick over, so I'll start with Jackal.
He's seldom picked in pro league because he doesn't bring any utility to the attacking line up when the attackers have 10 drones between them and use them efficiently to find and flush out roamers. He does still get picked on large maps like Bank since it's much quicker to use him than it is to drone out the entirety of that map.
Jackal in ranked however is perfectly fine as a situational pick, he's much stronger at finding roamers because you generally won't see 5 people all saving their drones and spending 45-60 seconds checking for roamers at the start the round.

Glaz, frankly, I still fail to see the logic behind the developers decision to give him an IR scope. Maybe it was so "bad" players had an easy crutch to combat window peeking, but that doesn't explain allowing him to see through smoke which is the main problem with him.


Sorry this got so long but I really hope in future maps (and any map adjustments they make in the next few months), the team consider the act of problem-solving using gadgets that don't directly lead to killing other Operators. I feel in the current "meta", most problems are solved by shooting your gun and when they are solved using a gadget, it's "Hey, this wall is perfect for me to Fuze on to helpless opponents.". This is just my opinion (and I know there's people in this thread an on the sub-reddit that disagree) but I feel that the gameplay is more satisfying when I use a tactic that controls the opponent's team, rather than kills them 10 seconds in to the round.

For the most part, that's how it is right now. Smart gadget usage can and does foil an attacking team's plan, but that's also open to counter-play by attackers using their gadgets to get around yours.

E.g. "The synergy created by the combination of our defensive gadgets re-routed the enemy team towards an attack route that allows us to concentrate our defensives in a singular direction." (I know nobody talks like this, it's for clarity, haha)

That's already the case, but again it's up to the attackers to either go along with that or counter your gadgets and carve a path through them

vs.

"I punched a hole in a wall that they can't see and downed them on the spawn path they had no choice in taking."

That just isn't a thing in this game. There's only one broken spawn point I can think of and that's the campfire spawn on Chalet.
Aside from that one spawn that badly needs fixing, there's no excuse for you to not know there's a defending peeking a window or wall facing your spawn when you've got a drone in prep phase to spot that kinda thing, allowing you to prefire their position and get the early man advantage.


Players will always choose the path of least resistance. Which is why I believe if Ubisoft design smarter, they can eliminate the player's option to play cheaply and therefore improve the player's satisfaction level and the community's skill base.

That's about all I've got to say.
 

Maddocks

Member
Lol, I'm not the greatest but I'm pretty sure I'm better than first time Siege players.

I cant even tell you the amount of times I have been put into matches vs level 3's and 5's and a group of 25s when me and my friends in the group are level 160+

you can just tell the skill gap is so grand that its sad. Matchmaking really feels like its connection based instead of skill based. I play with 3-4 people, and it will put level 200's on our team but have the enemy team be level 25 and below. I dislike it because the matches are not that great, because we have the better team work, better call outs, and better map awareness. Main reason it sucks is because it is discouraging, want to build the community up, but when you are destroying the other team they start to not have fun and they drop the game out of frustration.
 
For once I'm going to say something nice about the matchmaking: it actually works for me in terms of skill. I play mostly ranked games with randoms and I have some close games, some where my team wins by a landslide, and some where we lose by a landslide.
 

andycapps

Member
I cant even tell you the amount of times I have been put into matches vs level 3's and 5's and a group of 25s when me and my friends in the group are level 160+

you can just tell the skill gap is so grand that its sad. Matchmaking really feels like its connection based instead of skill based. I play with 3-4 people, and it will put level 200's on our team but have the enemy team be level 25 and below. I dislike it because the matches are not that great, because we have the better team work, better call outs, and better map awareness. Main reason it sucks is because it is discouraging, want to build the community up, but when you are destroying the other team they start to not have fun and they drop the game out of frustration.

Is this in casual or ranked?

Keep in mind that everyone wants perfect matchmaking, but if the matchmaking takes more than 10 seconds, they're instantly complaining about how long it's taking. Lot of ranked modes in other games take several minutes to matchmake. Obviously I want it to be fast and work well, but usually the more time goes on, I believe it's expanding those search options in trying to find a group and the people you're matched up with may or may not be close to your MMR score.

Matchmaking generally seems to be pretty good for me. Win about 50% of the time, which means it's doing it's job pretty well. If we're curbstomping everyone then it's matching us with lower skilled players.
 

Rizzi

Member
My friend is trying to convince me to buy this to play with him, but I can't tell if I should buy the Year 2 Gold edition or just the standard. He said the Year 2 version doesn't include the Year 1 stuff. Was he right?
 
My friend is trying to convince me to buy this to play with him, but I can't tell if I should buy the Year 2 Gold edition or just the standard. He said the Year 2 version doesn't include the Year 1 stuff. Was he right?


Just the base game is fine. Plenty of good operators to learn and you can just get the rest later if you want.
 
My friend is trying to convince me to buy this to play with him, but I can't tell if I should buy the Year 2 Gold edition or just the standard. He said the Year 2 version doesn't include the Year 1 stuff. Was he right?
That's right, the Year 2 Gold Edition does not give you the Year 1 content, and some Year 1 cosmetics aren't available anymore. You're only getting Year 2 stuff with it, but the Year 1 operators can be bought with in-game currency, or by getting the Complete Edition or the Legacy Operator bundle.

But as The Exploder said, the base game is fine. The standard operators are more than sufficient and you can see if you want to expand from there. Just don't get the Starter Edition, the value proposition is terrible.
 

KodaRuss

Member
It is amazing to me that this game has kept my interest for so long. I played about 4-5 games last night and I still cannot get enough. I have almost 300 hours in MP on this game and I still keep coming back.
 
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