Rainbow Six Siege Dev Tracker

(2019) TOP ISSUES AND COMMUNITY CONCERNS

This thread was added on July 16, 2019, with posts from Ubi_MyAnh, Ubi_F4nch, Ubi_Aspira.

TOP ISSUES AND COMMUNITY CONCERNS Updated: 15 July 2019
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
TOP ISSUES SOUND BUGS
Description: Muffled, missing sounds + various sound issues.
Status: We have identified a bug that allows sound to travel more easily that intended through solid objects/walls. We are also continuing to go through videos that are sent to us to identify standalone sound/audio issues.
CONNECTIVITY
Description: Players are losing control on their Operator and then being disconnected and presented with an error message.
Status: We have dedicated a team specifically to these connectivity topics, and have identified a couple of issues that are sometimes interpreted as a “Denial of Service” attacks. These issues are a priority for us.
TOP GAMEPLAY TOPICS SMOKE GAS CANISTER PROPAGATION
Description: Gas from Smoke’s Gas Grenades clips through walls.
Objective: Our goal is to rework the propagation so it is similar to the new Capitao fire bolt, and use this as an opportunity to revisit the visual.
Status: [Target: During Y4S3] We have encountered an issue and will be pushing this change to Season 3 to ensure that it is released in a more comfortable state.
WEAPON SIGHT ALIGNMENT
Description: Weapon optics are a few pixels off center in some situations.
Objective: We want to implement a system to prevent most misalignment issues in the future. At the same time, we are improving the look of the guns in ADS by adding secondary motion, which is now possible due to the tech that keeps the scopes aligned with the reticule.
Status: [Target: During Y4S3] Feedback is currently being gathered in internal play sessions.
SHOTGUN WALL DESTRUCTION IS UNRELIABLE
Description: Shotguns are inconsistent when being used to destroy wooden beams.
Objective: We want to ensure that the destruction of wooden beams is reliable, for both player comfort and ensuring we do not force players to spend extra time attempting to destroy wooden beams.
Status: [Target: Y4S2.3] We are assessing the initial results of the change, and continuing to fine tune the destruction..
OPERATOR/GADGET KILL SWITCH
Description: Operators that are disruptive due to exploits being removed from play.
Objective: When an Operator or Gadget is disabled, provide players with feedback on what/why.
Status: [Target: During Y4S3] We have a bit of programming work left, and some UI work as well.
DEBRIS STUCK IN WINDOW/DOOR BARRICADES
Description: Debris sometimes remains stuck in the barricades on doors and windows, causing players to have different sight lines.
Objective: Provide consistency for all players for barricade destruction.
Status: [Target: Potentially Y5S1] We are currently in the design phase to determine how we want to approach this topic. We are exploring and prototyping different options.
ECHO YOKAI CLOAKING
Description: With the deployment of the Y4S2.2 patch, we implemented a fix for Yokai being seen through the glass sections of Attacker’s shields. This had the unintended effect of making Echo's drone invisible.
Objective: Our balancing team’s intent is to make Yokai Drones more easily spotted in a later update.
Status: [Target: TBD] We will address this issue in a future patch. Once we have more information, we will provide an update.
TOP BALANCING TOPIC SOPERATOR BANS
Description: We have seen a high ban rate for Blitz, Jackal, Echo, and Caveira in Ranked.
Status: We are discussing how we want to approach topic of balancing around Pick/Ban in Ranked, and the Operators that are affected the most by it.
SMOKE
Description: Adjustments to the damage curve for Smoke’s Gas Canister will move Smoke further towards an area denial role.
Status: [On Hold] We are satisfied overall with how this is developing, but but need to put it on hold until other dependencies are delivered.
TOP ISSUES AND COMMUNITY CONCERNS Updated: 22 July 2019
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
TOP ISSUES SOUND BUGS
Description: Muffled, missing sounds + various sound issues.
Status: We have identified a bug that allows sound to travel more easily that intended through solid objects/walls. We are also continuing to go through videos that are sent to us to identify standalone sound/audio issues.
CONNECTIVITY
Description: Players are losing control on their Operator and then being disconnected and presented with an error message.
Status: We have dedicated a team specifically to these connectivity topics, and have identified a couple of issues that are sometimes interpreted as a “Denial of Service” attacks. These issues are a priority for us.
RANK DISPARITY IN RANKED MATCHMAKING
Description: Players are able to take advantage of the Matchmaking algorithm to play against lower skilled opponents.
Status: [Target: During Y4S3] Currently in progress. We have detailed the approximate values that we want to restrict parties to, and are working on the implementation.
TOXICITY REPORTING
Description: We currently offer a single option for reporting toxicity.
Status: [Target: During Y4S3] We have finalized the design and process for handling additional reporting options. The UI/UX is in progress.
TOP GAMEPLAY TOPICS SMOKE GAS CANISTER PROPAGATION
Description: Gas from Smoke’s Gas Grenades clips through walls.
Objective: Our goal is to rework the propagation so it is similar to the new Capitao fire bolt, and use this as an opportunity to revisit the visual.
Status: [Target: During Y4S3] We have encountered an issue and will be pushing this change to Season 3 to ensure that it is released in a more comfortable state.
WEAPON SIGHT ALIGNMENT
Description: Weapon optics are a few pixels off center in some situations.
Objective: We want to implement a system to prevent most misalignment issues in the future. At the same time, we are improving the look of the guns in ADS by adding secondary motion, which is now possible due to the tech that keeps the scopes aligned with the reticule.
Status: [Target: During Y4S3] Feedback is currently being gathered in internal play sessions.
SHOTGUN WALL DESTRUCTION IS UNRELIABLE
Description: Shotguns are inconsistent when being used to destroy wooden beams.
Objective: We want to ensure that the destruction of wooden beams is reliable, for both player comfort and ensuring we do not force players to spend extra time attempting to destroy wooden beams.
Status: [Target: Y4S3] We have it implemented and turned off while we address remaining bugs. Once those are fixed, we will turn it on.
OPERATOR/GADGET KILL SWITCH
Description: Operators that are disruptive due to exploits being removed from play.
Objective: When an Operator or Gadget is disabled, provide players with feedback on what/why.
Status: [Target: During Y4S3] We have a bit of programming work left, and some UI work as well.
DEBRIS STUCK IN WINDOW/DOOR BARRICADES
Description: Debris sometimes remains stuck in the barricades on doors and windows, causing players to have different sight lines.
Objective: Provide consistency for all players for barricade destruction.
Status: [Target: Potentially Y5S1] We are currently in the design phase to determine how we want to approach this topic. We are exploring and prototyping different options.
TOP BALANCING TOPICS MAP POOL
Description: We have too many maps available in the Ranked map pool.
Status: [Target: Y4S3] We are in the process of reassessing the number of maps present in the Ranked map rotation. Additionally, we are determining which maps to include in this reduced map pool.
OPERATOR BANS
Description: We have seen a high ban rate for Blitz, Jackal, Echo, and Caveira in Ranked.
Status: We are discussing how we want to approach topic of balancing around Pick/Ban in Ranked, and the Operators that are affected the most by it.
SMOKE
Description: Adjustments to the damage curve for Smoke’s Gas Canister will move Smoke further towards an area denial role.
Status: [On Hold] We are satisfied overall with how this is developing, but but need to put it on hold until other dependencies are delivered.
TOP ISSUES AND COMMUNITY CONCERNS Updated: 13 December 2019
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
SOUND PROPAGATION ISSUES Description: During Y4S2, we set out a large batch of fixes to make improvements on our sound propagation system. However, some issues remained due to discrepancies between sound travelling through obstacle (e.g. walls, barricades, windows, reinforcements) versus sound passing through next to these obstacles via another route.
Status: [Target:Y5S1] We are working on a “perfect-fit” solution to tackle the remaining propagation inconsistencies.
REJOINING RANKED SESSION RESULTS IN A TEMPORARY BAN Description: Players who disconnect from Ranked games run into difficulties re-joining the match.
Status: [Target: During Y5S1] We have been seeing reports for this topic come in shortly after our DDoS reinforcements. We will be fine-tuning our systems to maintain security, while also remedying this.
DEBRIS STUCK IN WINDOW/DOOR BARRICADES Description: Debris sometimes remains stuck in the barricades on doors and windows, causing players to have different sight lines.
Objective: Provide consistency for all players for barricade destruction.
Status: [Target: Potentially Y5S1] We are currently in the production phase towards our chosen solution. We’re excited to share more info on this with you in the near future.
BENCHMARKING PERFORMANCE Description: Our current in-game benchmark test is outdated.
Status: We are working toward a new benchmark test that better conveys how Siege performs on different setups.
CONSISTENCY ON GADGETS DESTROYING PROPS Description: There are inconsistencies in how gadgets interact/destroy props on maps.
Status: [Target: Y5S1] Similar to how we implemented consistency on how props break on projectile trajectory in Y4S4, we are working on a system for deployable gadgets’ interaction with these props.
OPERATOR BANS Description: We have seen a high ban rate for Blitz, Echo, and Caveira in Ranked.
Status: We recently made some changes to Jackal—an Operator whose ban-rate was fairly high. We are still monitoring feedback around him from the community. For the other Operators who are most affected by Pick/Ban, we are discussing how we want to approach topic of balancing around them.
Updated: 15 January 2020
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
BATTLE PASS PROGRESSION DATA Description: In certain instances, the Battle Pass may take longer than usual to visually synchronize, or could potentially get stuck. You may not be able to access the Battle Pass progression page in these cases. Restarting the game will fix this issue. Please note: Your progress and items will continue to be tracked and granted. This is only a visual issue.
Status: (Target:TBD) We will be working internally to firstly improve on the UI's feedback to players on the status of their Battle Pass status. A more complete fix will take longer and we'll update this page when we have a better estimate.
BATTLE PASS PROGRESSION MENU Description: We’re aware of visual bug that you may run into with the Battle Pass Progression page. The Premium track tiles may have a green striped background, and restarting will resolve the issue. Again, these are visual glitches only and will not affect progression or gameplay.
SOUND PROPAGATION ISSUES Description: During Y4S2, we set out a large batch of fixes to make improvements on our sound propagation system. However, some issues remained due to discrepancies between sound travelling through obstacle (e.g. walls, barricades, windows, reinforcements) versus sound passing through next to these obstacles via another route.
Status: (Target:Y5S1) We are working on a “perfect-fit” solution to tackle the remaining propagation inconsistencies.
REJOINING RANKED SESSION RESULTS IN A TEMPORARY BAN Description: Players who disconnect from Ranked games run into difficulties re-joining the match.
Status: (Target: During Y5S1) We have been seeing reports for this topic come in shortly after our DDoS reinforcements. We will be fine-tuning our systems to maintain security, while also remedying this.
DEBRIS STUCK IN WINDOW/DOOR BARRICADES Description: Debris sometimes remains stuck in the barricades on doors and windows, causing players to have different sight lines.
Objective: Provide consistency for all players for barricade destruction.
Status: (Target: Potentially Y5S1) We are currently in the production phase towards our chosen solution. We’re excited to share more info on this with you in the near future.
BENCHMARKING PERFORMANCE Description: Our current in-game benchmark test is outdated.
Status: We are working toward a new benchmark test that better conveys how Siege performs on different setups.
CONSISTENCY ON GADGETS DESTROYING PROPS Description: There are inconsistencies in how gadgets interact/destroy props on maps.
Status: (Target: Y5S1) Similar to how we implemented consistency on how props break on projectile trajectory in Y4S4, we are working on a system for deployable gadgets’ interaction with these props.
Updated: 23 April 2020
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
HACKING, CHEATING, LOBBY FREEZING We have recently observed an increase in cheating mentions and reports from players. We want to emphasize that we do not tolerate cheating in game and are working on multiple strategies to address the cheating frustrations and uphold the competitive integrity of Rainbow Six Siege. Below are some of the strategies that we can share that are being worked on for the short-term.
LOBBY FREEZING Description: We've seen an increase in incidences of lobby freezers seeking to disrupt games to their advantage. We will be releasing update(s) that will allow us to better monitor and more accurately track lobby-freezers.
Objective: The updates will allow us to gather necessary data points that we will use to accurately track and identify lobby-freezing. In future updates we will use this data to automatically detect and kick lobby-freezers.
Status: This is currently an ongoing process.
AUTOMATED DATA UPDATES TO BATTLEYE Description: Due to the increased mentions and player reports of cheating, we are reinforcing the bridge between R6 and BattlEye.
Objective: Strengthen our collaboration with BattlEye by implementing automated processes and reinforcing data sharing to shorten the feedback loop on banned players.
Status: Ongoing.
INCREASED RANKED + CHAMPION RANK REQUIREMENTS Description: Increase Ranked and Champion Rank requirements.
Objective: Increase the barrier to access for illegitimate accounts to both Ranked and Champion rank to promote a better Ranked environment and a clean Champion leaderboard.
Status: (Target: Y5S2) We will have more specifics on the new requirements closer to S2.
DAILY LEVEL XP CAP IN PVE Description: Daily level grind cap from PvE as a prevention tactic to make Ranked requirements less accessible to illegitimate accounts.
Objective: Our goal is to make Ranked less easily accessible to bots and smurfs by limiting the daily XP that can be earned in PvE. This will make it easier for us to spot and catch bots and smurfs before they are able to make their way into Ranked.
Status: We are aiming to have this completed as soon as possible.
KNOWN BUGS/ISSUES UNINTENDED ABANDON SANCTIONS BUG Description: An error was found in the matchmaking flow that was causing players to receive abandon sanctions if they left the Ranked queue right as a match was found. Players were already processed as being in the match when they had already backed out.
Objective: The game flow will be modified so that the penalty warning message for abandon can be displayed earlier, and coincide with the time when the penalty system will effectively apply.
Status: (Target Y5S2) A fix is scheduled for Y5S2.
INCOMPLETE TEAMS AT THE START OF RANKED GAMES BUG Description: An error was found in the matchmaking flow that was causing matches to start with incomplete teams if a player exited the Ranked queue right as a match was found. These players were already processed as being in the match when they had already backed out, resulting in games starting with incomplete teams.
Objective: Part of the solution is to correct when the abandon sanction warning message popup is displayed to alert players that they have already entered a match and deter them from leaving. We are also working on a Match Cancellation feature which will allow players to cancel matches in the early stages of a game under the condition that their team is incomplete (this will come later to the PC TS in Y5S2).
Status: (Target Y5S2) A fix is scheduled for Y5S2.
BATTLE PASS "COMING SOON" COMPLETED COMMUNITY CHALLENGES BUG Description: Past completed Community Challenges show up as "Coming Soon" in the Battle Pass menu after the challenge is over. This is purely a visual bug.
Status: (Target Y5S2) A fix is scheduled for this bug with the Y5S2 BP update.
MMR ROLLBACK POPUP BUG Description: The popups notifying players of an MMR rollback after a cheater has been banned is displaying the incorrect values. This is a purely a visual bug.
Status: (Target Y5S3) This is currently under investigation.
BENCHMARKING PERFORMANCE Description: This feature improves the current PC Hardware Benchmark tool in Siege, giving detailed information and performance reports about their hardware specifications and resource usages.
Objective: We are working toward a new benchmark test that better conveys how Siege performs on different setups.
Status: (Target Y5S2).
CONSISTENCY ON GADGETS DESTROYING PROPS Description: There are inconsistencies in how gadgets interact/destroy props on maps.
Status: (Target: Y5S3) Similar to how we implemented consistency on how props break on projectile trajectory in Y4S4, we are working on a system for deployable gadgets’ interaction with these props.
INCOMPLETE TEAMS AT THE START OF RANKED GAMES Description: Ranked games will sometimes begin with incomplete teams due to players leaving at the very start of the match.
Objective: To address frustrations where players are placed into a game with incomplete teams on either side, we are working on a Match Cancellation feature. The goal will be to allow players to cancel matches in the early stages of a game under the condition that their team is incomplete.
Status: (Target Y5S2 on the PC TS) Match Cancellation is scheduled to be released on the PC Test Server in Y5S2.
IMPROVED NOTIFICATION AND FEEDBACK FOR DEACTIVATED OPERATORS Description: Improved in-game notifications and feedback for when an Operator has been deactivated.
Status: (Target: Y5S3) There have been times when we have had to deactivate an Operator in-game to better the play experience when exploits arise. We are working on better feedback to our players when such an occasion arises.
HACKING, CHEATING, LOBBY FREEZING UPDATE To follow up on our last Top Issues update below in April, we would like to give you all a status update on the hacking, cheating, and lobby-freezing issues. We'll go over some of the steps we have taken where we have found success, where we are still working to make improvements, as well as emphasize our continued focus on cheating and hacking as priority issues.
LOBBY FREEZING Lobby-Freezing: Lobby-freezing occurs while in menu or while loading into a round, and no connectivity icons will appear.
Update: After our April Top Issues blog, we made an update to the game that would allow us to gather more data to accurately track and identify lobby-freezers. We were able to successfully use that data to implement an auto-kick feature for individuals identified as holding up games through extreme loading times. Kicked players will receive an abandon sanction and be locked out of ranked/unranked until the match is over. We have been monitoring the automatic kicks for some time now on the live servers and have observed high success rates of detecting and only kicking players who are holding up lobbies to the detriment of the other players in the game. We are continuing to gather data on console lobby-freezing before we finalize plans to activate the lobby-freeze autokick detection on console as well.
DOS ON CONSOLE DOS: DOS attacks can be distinguished from lobby-freezing as they typically occur during gameplay and the connectivity icons will appear.
Update: We have also observed some unusual network traffic and activity for Console players and suspect that some cases of lobby-freezing on Console may be tied to DOS attacks. We are currently pursuing this and investigating the issue and will update when we learn more.
HACKING/CHEATING Update: In our last update, we re-emphasized that we do not tolerate cheating in-game and were preparing a number of short and long term strategies to address the cheating frustrations. While we are aware this is still an ongoing issue, we believe these upcoming changes will help to mitigate some of the frustrations as we work internally on more robust long-term solutions.
  • Offline Bans (Target date: End of May): We will begin banning players offline. Previously sanctioned accounts were banned after logging back into Siege. Accounts will now be banned even if they remain offline. This will provide more clarity on the ban feedback loop and improve visibility on banned accounts.
  • Increased Clearance Level Requirements for Ranked (Target date: Y5S2): In Y5S2 we will be increasing the required clearance level for players to play Ranked. This is aimed at increasing the barrier to access for illegitimate accounts for Ranked to promote a better Ranked environment.
  • Increased Champion Rank Requirements (Target date: Y5S2): In Y5S2 we will be increasing the requirements for players to be eligible for Champion Rank. In addition to meeting the minimum 5000 MMR, eligible layers will be required to have played at least 100 ranked matches to qualify. This is also aimed at increasing the barrier to access for illegitimate accounts and maintaining a clean Champion leaderboard
  • XP level cap in PvE: (Status: Active) We have already put an XP cap in PvE in place in order to increase barriers to entry for Ranked for smurfs.
Updated: 23 April 2020
We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.
TOP ISSUES
HACKING, CHEATING, LOBBY FREEZING We have recently observed an increase in cheating mentions and reports from players. We want to emphasize that we do not tolerate cheating in game and are working on multiple strategies to address the cheating frustrations and uphold the competitive integrity of Rainbow Six Siege. Below are some of the strategies that we can share that are being worked on for the short-term.
LOBBY FREEZING Description: We've seen an increase in incidences of lobby freezers seeking to disrupt games to their advantage. We will be releasing update(s) that will allow us to better monitor and more accurately track lobby-freezers.
Objective: The updates will allow us to gather necessary data points that we will use to accurately track and identify lobby-freezing. In future updates we will use this data to automatically detect and kick lobby-freezers.
Status: This is currently an ongoing process.
AUTOMATED DATA UPDATES TO BATTLEYE Description: Due to the increased mentions and player reports of cheating, we are reinforcing the bridge between R6 and BattlEye.
Objective: Strengthen our collaboration with BattlEye by implementing automated processes and reinforcing data sharing to shorten the feedback loop on banned players.
Status: Ongoing.
INCREASED RANKED + CHAMPION RANK REQUIREMENTS
Description: Increase Ranked and Champion Rank requirements.
Objective: Increase the barrier to access for illegitimate accounts to both Ranked and Champion rank to promote a better Ranked environment and a clean Champion leaderboard.
Status: (Target: Y5S2) We will have more specifics on the new requirements closer to S2.
DAILY LEVEL XP CAP IN PVE Description: Daily level grind cap from PvE as a prevention tactic to make Ranked requirements less accessible to illegitimate accounts.
Objective: Our goal is to make Ranked less easily accessible to bots and smurfs by limiting the daily XP that can be earned in PvE. This will make it easier for us to spot and catch bots and smurfs before they are able to make their way into Ranked.
Status: We are aiming to have this completed as soon as possible.
KNOWN BUGS/ISSUES UNINTENDED ABANDON SANCTIONS BUG Description: An error was found in the matchmaking flow that was causing players to receive abandon sanctions if they left the Ranked queue right as a match was found. Players were already processed as being in the match when they had already backed out.
Objective: The game flow will be modified so that the penalty warning message for abandon can be displayed earlier, and coincide with the time when the penalty system will effectively apply.
Status: (Target Y5S2) A fix is scheduled for Y5S2.
INCOMPLETE TEAMS AT THE START OF RANKED GAMES BUG Description: An error was found in the matchmaking flow that was causing matches to start with incomplete teams if a player exited the Ranked queue right as a match was found. These players were already processed as being in the match when they had already backed out, resulting in games starting with incomplete teams.
Objective: Part of the solution is to correct when the abandon sanction warning message popup is displayed to alert players that they have already entered a match and deter them from leaving. We are also working on a Match Cancellation feature which will allow players to cancel matches in the early stages of a game under the condition that their team is incomplete (this will come later to the PC TS in Y5S2).
Status: (Target Y5S2) A fix is scheduled for Y5S2.
BATTLE PASS "COMING SOON" COMPLETED COMMUNITY CHALLENGES BUG Description: Past completed Community Challenges show up as "Coming Soon" in the Battle Pass menu after the challenge is over. This is purely a visual bug.
Status: (Target Y5S2) A fix is scheduled for this bug with the Y5S2 BP update.
MMR ROLLBACK POPUP BUG Description: The popups notifying players of an MMR rollback after a cheater has been banned is displaying the incorrect values. This is a purely a visual bug.
Status: (Target Y5S3) This is currently under investigation.
TOP GAMEPLAY TOPICS
BENCHMARKING PERFORMANCE Description: This feature improves the current PC Hardware Benchmark tool in Siege, giving detailed information and performance reports about their hardware specifications and resource usages.
Objective: We are working toward a new benchmark test that better conveys how Siege performs on different setups.
Status: (Target Y5S2).
CONSISTENCY ON GADGETS DESTROYING PROPS Description: There are inconsistencies in how gadgets interact/destroy props on maps.
Status: (Target: Y5S3) Similar to how we implemented consistency on how props break on projectile trajectory in Y4S4, we are working on a system for deployable gadgets’ interaction with these props.
INCOMPLETE TEAMS AT THE START OF RANKED GAMES Description: Ranked games will sometimes begin with incomplete teams due to players leaving at the very start of the match.
Objective: To address frustrations where players are placed into a game with incomplete teams on either side, we are working on a Match Cancellation feature. The goal will be to allow players to cancel matches in the early stages of a game under the condition that their team is incomplete.
Status: (Target Y5S2 on the PC TS) Match Cancellation is scheduled to be released on the PC Test Server in Y5S2.
IMPROVED NOTIFICATION AND FEEDBACK FOR DEACTIVATED OPERATORS Description: Improved in-game notifications and feedback for when an Operator has been deactivated.
Status: (Target: Y5S3) There have been times when we have had to deactivate an Operator in-game to better the play experience when exploits arise. We are working on better feedback to our players when such an occasion arises.