
Matt Brown, Windows Central games editor: Between rear in 2015
and now, what's changed regarding the Rainbow Six Siege development
process?
Craig Robinson community developer: We've made a firm
commitment to supporting the game long-term. I believe we have over just
talked about it, we've shown that with Operation Health, together with
the accession of BattlEye at [Operation] Skull Rain, things like this.
So gamers than ever, will recognize that we're likely to
Cheap R6 credits continue
supporting Rainbow Six Siege for a while. 100 operators' objective would
be something our players point out. We're encouraging Rainbow Six for
quite a while.
The quality of the sport has improved also.
Operation Health was a turning point for Rainbow Six Siege plus it was a
time where we took a step back from the constant tempo of releasing
content and took a little time to [form ] the infrastructure and
foundation of the game, so as to be sure that it's a game that could
endure for years to come. And we're still reaping the benefits of
Operation Health now the new processes we implemented on the development
side. So overall, I believe that, combined with the fact we are
speaking with our gamers all comes together, and gamers are expecting us
to not bond on Rainbow Six Siege.
100 playable Operators'
guarantee is a significant claim. Would you feel as you continue
balancing the roster, like it is going to become overwhelming? When you
introduce a new Operator, there are balancing adjustments.
We
actually recently created a balancing team, therefore their sole focus
is that the balancing of Operators. This was sort of created in response
to Lion. It's made up of a game programmer, a data scientist, and a
user researcher, and those three guys, they work together to identify
which operators want some adjustments. Whether they want a buff, a nerf,
where that change needs to be implemented, to make sure that we get the
desired outcome and don't impact how entertaining the operator is to
play -- and that's their mandate.
So with a committed staff that
marries both qualitative and quantitative feedback with game design, it
allows us to balance our match in a that we're likely to be able to keep
on doing this , even with 100 operators. At this
Rainbow Six Siege Items time, we're at about
42, with Operation Grim Sky, and also our meta is at a fairly good
location. So I think that right there is a testament to their commitment
and the job they've been doing, to be certain that our match stays
balanced, but also enjoyable to play.
There was a lot of
controversy shrouding Lion and Finka, due to their"international"
abilities that influenced all players simultaneously. Is that something
you're still looking into for future Operators?
We learn a lot
that we discharge. And it's one of the things where sometimeswe learn
things that we have completed that are great and we apply those to other
Operators. And occasionally we learn things that aren't so good, and we
figure out how to apply those learnings to prospective Operators as
well.
[...] You'll never hear some of our
R6 News balancing team say,"Oh
yeah, we got it perfect." You will never hear us say . But we are
learning and we are constantly improving. And being able to take
learnings from things we have done previously and apply that
understanding to future Operators is something that all our sport
designers are really proficient at doing and it is something we are
placing a focus on moving ahead.
Pinnwand