Moving to Player Support!
Hey! Which specific challenges are you having issues with? They sometimes take a bit to update and may require a game restart.
This article needs to be updated a bit, but the basics of it are still relevant! Here is our blog post.[www.ubisoft.com] Basically, this means that you are playing about where the system expected you to place. Since you are playing exactly how the system expects, the payout is lower than if you were to win in a situation it expected you to lose in.
Hey! Do you happen to have a clip of this at all? It has been reported but the team is trying to gather more information. Did you experience any kind of lag when it started?
The reputation system is still in progress at the moment. I don't have an ETA for when it will be released.
As for the teammates bit, people should be more willing to help others improve at the game instead of screaming/belittling their teammates. Toxicity doesn't help improve the situation. Siege is a team-based game, and therefore you should be working as a team to play. Regardless, what would be your suggestions to improve the ranking system?
As for the teammates bit, people should be more willing to help others improve at the game instead of screaming/belittling their teammates. Toxicity doesn't help improve the situation. Siege is a team-based game, and therefore you should be working as a team to play. Regardless, what would be your suggestions to improve the ranking system?
There was an issue yesterday, but it has since been resolved!
Quick Match is supposed to allow for players to feel they can hop in a game when they don't feel like they have enough time for a proper Ranked/Unranked length-game. There point is to have a more relaxed way to play games on Siege. There is no abandon penalty for this reason. Realistically, the system should be backfilling players that leave within a timely manner. Personally, I haven't had many experiences recently where no one was backfilled into the match in a timely manner.
Again, just because something is not mentioned in our top issues blog post does not mean the dev team is not aware of or working on the issue. We are still looking into discussions from the community about their Quick Match experiences. The purpose of the blog post is to communicate when we have concrete plans in action to address issues. It is not valid to communicate potential ideas when plans change often.
Additionally, many issues do not take "one line of code" to fix.
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Personally, I think Glaz is more of a Designated Marksman versus a normal sniper. Kali embodies the idea of a sniper more than Glaz, with the fact she can "one shot one kill" and has a high zoom scope.
Hello everyone. I just wanted to touch on a few things here.
Regarding pro players involvement with balancing, we have talked about this in our Y5S1.2 Designer Notes. As stated in the notes, we consider the entire player-base when making balancing ideas for operators. While some operator strats do come from observing pro play, there are certain aspects that are not popular within the general game, such as Goyo. Goyo has an interesting skill ceiling, where he is performing well within the Pro League meta. Therefore, this change was specifically aimed at Pro-League. The other changes with this patch were made with the entire community in mind plus data gathered across the entire game.
Pro-players are not controlling changes. They contribute to feedback related to balancing discussions, but they are not the main reason or source of all changes. As it says in the notes, the balancing team investigates their feedback, the general community feedback, and data when discussing topics....
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I just wanted to add about smurfing specifically: Smurfing is a complex issue, which I have talked about numerous times on different threads. There are a lot of risks to address when trying to devise a plan to address smurfing. We specifically mentioned that the daily level XP cap is specifically to help prevent Ranked less accessible to smurf accounts in our blog post. This is obviously a small step in the right direction, but we would like to see the outcome of the change and how it impacts the growth of smurfing.
Originally Posted by GrimsdottirrAs I've mentioned before, the team is looking into a Map Ban system that will be tested for Ranked and Unranked. However, I am not sure if, with this system, it will bring back more maps.
I think what should happen is unlock the map pool for all modes but also include the vote map option. That way people can decided in their matches, whom they ban and where they play.
Originally Posted by TX_Sev_070House will be back soon with the rework, but I'm not sure if it will be introduced into Ranked immediately. I feel like it should. Skyscraper is due for a rework as well, so it will be a bit before it comes back. I would also like Plane to come back, especially sinc... Read more
From someone who only plays ranked because I enjoy the challenge, I miss all the maps, like house, skyscraper, and plane. Regardless if they're fair, its RANKED, not the pro league.
Thanks for the suggestion! As a current workaround, you can see recently played with players on the Club website. You can take the username from there and submit a Player Report on our support portal.
This is ultimately a complex issue. Firstly, Quick Match is supposed to allow for players to feel that they can hop in a game if they don't think they have enough time to jump into a proper ranked match. There is no leaving penalty and is supposed to give a more relaxed way to play the game. This means that the system should allow for players to backfill in the event someone has to leave.
While it is annoying to be put in a match that is nearly over, the majority of the time it should be happening while a match is still mostly in progress. No backfill means players are put at a Xv5 situation, which is not entirely fair. Removing the ongoing matches could also increase queue time, which we want to minimize. I understand some players say they would rather take increased wait time over being thrown into ongoing matches.
Thanks for the feedback regardless! Read more
While it is annoying to be put in a match that is nearly over, the majority of the time it should be happening while a match is still mostly in progress. No backfill means players are put at a Xv5 situation, which is not entirely fair. Removing the ongoing matches could also increase queue time, which we want to minimize. I understand some players say they would rather take increased wait time over being thrown into ongoing matches.
Thanks for the feedback regardless! Read more
Originally posted by Fierais: Winning against a hacker shouldnt be a punishment to your elo? Tell me how that makes sense ubisoftWe explained this a bit in our Dev Blog.[www.ubisoft.com]
The whole point, as the others have mentioned, is the system revokes any MMR that was impacted as if that match never existed. The system takes back any MMR you won while playing with a cheater, and gives back any MMR you lost while playing against a cheater. We mentioned testing a one-sided MMR Rollback system and found that it could potentially inflate MMR, which we want to avoid.
However, we have been taking note of people getting upset when they lose MMR for overcoming a cheater. Hope this helps clear it up a little! Read more
We are working to address the recent increase in cheaters. We will have more to share on that with you guys soon! Please make sure you are continuing to submit Cheater Reports through the support team.
Here is our official FAQ on this.[support.ubisoft.com]
It is also important to note that we have no control over external account activity.This means that we cannot make changes to your PlayStation or Xbox accounts, including transferring games or content between those console accounts.
There was an outage last night. Are you still having issues?
Hey! Are you able to connect now? There was an outage last night that may have been causing you issues.
Hey guys! If you are having issues still, can you share what ISP you have? And the specific region you are from as well?