WEBVTT

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I

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I

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And welcome everyone to community checkpoint number three.

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We are here ready to discuss more of your thoughts that you've been sharing on social

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media through our surveys, all of that.

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If it's your first time tuning in, well, that's what we'll be doing.

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I'm John Cibinarius and I've got two very familiar devs by my side.

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You've probably seen before, but I'll let them introduce themselves again anyway.

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Go ahead.

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I'm Christopher Budgen, I'm the Game Director for live content on Rainbow Six Siege, handle

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things like matchmaking, progression systems, ranked, and many other playlists.

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And I'm Joshua Mills, Creative Director on Siege, handle the long-term vision of where

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we're taking the game and work with awesome people like Chris and John across the entire

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production to drive this game forward.

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Cool, we've also got a dev behind the scenes, this time it's Jackson from the

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Rainbow Six dev team, he's going to be playing some Siege for you guys and we'll

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be hopping in and checking out what he's doing occasionally as things go on but

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all that being said let's talk about the subjects that we're gonna be discussing

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today we're gonna go through rank 3.0 a discussion on that and updates that are

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coming or that have already arrived. Dokubi's balancing as well the

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remaster balancing that is Calypso casino plans for the future and what

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we're doing right now with the band phase and the 1v1 playlist which

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you're gonna want to stay tuned for that's gonna be happening at the end

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But before we get into everything here, guys, before we start, we've seen your comments on our social channels, on our last stream regarding the Rainbow Six marketplace.

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And while we won't have any major news to share today, we can say that we're working towards a change in direction.

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And we'll provide additional context early next week in a blog post, which will cover its current status and how it factors into broader economic updates.

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That being said, let's jump into our topics of discussion today, starting with Rank 3.0.

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And look, we've got a lot going on in Rank 3.0 right now.

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The first few weeks of introduction have been very exciting.

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We've had a few issues that have come up, but we've tried to address them as quickly

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as possible.

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And of course, one thing I guess that a lot of people are talking about was placement

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matches.

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And I guess just more clarity right now on how placement matches work for this

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season and how they work going forward.

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Yeah, so ultimately, placement matches this season kind of relied on your hidden MMR that

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existed in Rank 2.0, which hadn't been reset for three and a half years.

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So it kind of served as a starting point.

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There was a small soft reset on top of the starting point, but it was a bit of a reveal

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on this is how the game has had you actually over the last three and a half years.

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And then the placement matches would be then on top of that.

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And to be transparent, they were not as impactful as we would have liked.

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and I think as what players would have liked.

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So we're actually gonna be making updates

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to placement matches going into next season,

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making them more impactful,

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because we do think that that's how you start your season.

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That's where you kind of, you know,

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those starting matches kind of set the tone

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for how the rest of the season is going to go,

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and we wanna lean into that.

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And we also heard that no one can place in champion

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out of placements in season two.

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What was the reasoning behind this decision?

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Yeah, so that just goes to

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what the meaning of champion is.

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What we've had is a hard reset

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that happened at the top.

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So basically, the champions and some diamonds

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got a hard reset into Emerald.

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And just to be clear, when that hidden MMR existed in rank 2.0,

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the entry point for champion was 4,500.

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We had some champions close to 9,000.

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So there was as much of an MMR spread from copper

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to champion as there was from champion all the way down

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to those 9,000 players.

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All of those have now been squished together

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and are kind of competing.

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And what we really wanted to do is kind of reclaim

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not meaning of champion and what it means for our game.

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Speaking of the Champion Division, we talked about Legend of Vision.

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That is coming through right soon.

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Once that is introduced, will you be able to place in champion then?

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My feeling from before I asked this question was that, based on what you said, probably

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going to be still the same idea as you have right now, but I just wanted to check.

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Yeah, so basically we just, as a very simple statement, we don't think flat matches is

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enough to call yourself a champion.

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We really wanted to reclaim the meaning of what it means to be champion within Siege,

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and we see now people fighting the fight to be able to earn that right to call

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themselves champion.

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Today, we're on track for about 2,000 champions per platform group, so console

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players and PC players, both are expected to be around 2,000 players champion, let alone

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champion 1, which will be a much more prestigious rank to achieve.

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So we'll be looking at that number, but that's currently where we're tracking.

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Much different than rank 2.0, where it was well over 10,000 players that were able to

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be championed.

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Yeah, and I think when we're talking about these placement matches, like just like

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Chris said, 5 matches isn't enough to prove you're a champion at that point,

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but it's also important to understand that if I'm like a silver player or whatnot

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and I win all five of my placements, that's not going to necessarily throw me right up

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into emerald platt and stuff like this because that wouldn't make sense for you as an individual,

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because that's what we're doing.

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We're looking at you as an individual where you are, and then, as we mentioned, the placement

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matches will be more impactful, so they'll sway you more from that point where you're

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actually sitting.

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We're talking about individual skill, like you said, and I think this brought up

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a question within the community as to why KDA is not, or is KDA a factor in

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determining rank?

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If not, why not and is it something you're considering?

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So Siege is a team game.

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It's a game where you can play off of each other, you can drone somebody in so they can

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get the frag, there you can call out intel, maybe you're playing Echo and you just want

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to stop the plant at the end.

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It's not always about fragging out, it's about wins and losses.

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And that's ultimately where the system is rewarding is are you playing as a team,

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are you playing off of each other and are you be able to close out those wins

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and losses?

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I mean, we talked about this often, like Siege is more than just fragging, like if you're

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a gunner, it'll get you far, but not to the top, and that's the reality.

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And we see that slugging out right now through the Emerald and like kind of flat diamond area

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is that those fundamentals, that strategy, that deep understanding of the game, it

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really becomes important when you're starting to face up against teams that do understand

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it, and that's what next level Siege is all about.

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So we want to make sure that that play styles and like that role within the

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like a squad is rewarded accordingly and not overlooked.

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No, absolutely, and I mean there's so many layers to see, you might be able to get away

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just being a gunner at the lower ranks, but eventually you're going to hit that point where

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you have to be more aware of everything and go through those layers of the different elements

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that are required to be successful, so I think it's a really good point.

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Look, another thing that happened in terms of the reset that happened, the rank reset,

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it seems a lot of players were bunched into higher ranks. Is this something you expect

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every season? Yeah, so that hard reset that happened this season was a new starting point.

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We didn't want to do a full reset for the entire community, the matchmaking would be

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completely out the window, so yeah there was, we leaned into what we knew about players

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at that point, but with the going forward and future seasons there will be some type

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of reset that happens at the top, it might not occur exactly the same that it happened

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in the season.

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With this season it was really about let's clear everybody and reclaim that champion

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rank, we want it to be prestigious, we want it to be something that we can bank

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on and just talking a little bit about our competitive ecosystem, we actually have plans

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to continue investing on our competitive ecosystem even after the fact, so we will have more to

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announce later this year as well on where our next steps will be for the competitive

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group.

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Make sure you guys stay tuned for all the announcements, Josh, did you want to add something, sorry?

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I'm not going to spoil nothing.

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No, we're good.

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Stay tuned.

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We've got a lot coming up guys in the next few months.

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But also on this topic, you know, there's a lot of stuff that's happened for Anc3.0.

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We've got a lot of data already that's come through, even though it's still fresh, right?

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Are you considering making adjustments to it based on the early feedback, or are you

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waiting for more data?

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So some of the feedback is actually, you know, like issues with the system that

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we wanted to address right from the get-go.

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So there were times where we saw content creators saying,

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hey, I only got plus two rank points for this victory.

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What happened?

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Great point.

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There was a rare bug where you were getting less than 10 points.

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And the system, you're supposed to have a minimum of 10 points.

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So that's been addressed already.

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Now, every victory is 10 points.

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Not every loss can be 10 points because of the demotion shield,

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of course.

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So for those that don't know what the demotion shield is,

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is that if you have less than the number of points

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supposed to lose to be demoted to the next division underneath you it will

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stop that and set you at zero so it'll basically block you from being demoted.

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What that ends up doing is does kind of pad some players ranks you know depending

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on how often that they hit that demotion shield that's something that

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we're comfortable with because it doesn't feel good to just constantly

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flip flop between those different ranks. We have heard also like there was

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times where an emerald and a plat were in the same squad and they were

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going up to say a squad of all emeralds and the plat was losing more in a loss than the

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emerald was, which is inverted from the system how we want it to be. So that's already been

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addressed as well. So now the plat will lose less than the emerald will lose more, which

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is what the intention was. We've also made a lot of changes with our squad calculation.

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I know there's content creators with whiteboards that might want to be able to kind of fill

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this out. But basically the way that the squad calculation works is we'll take

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the squad MMR average so the average amongst everybody say if there's five

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players what the total is divided by five and then we'll take the highest so

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the max player so that's a diamond or emerald whoever's in that squad and then

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basically from that squad average and that highest rank it's the 75th percentile

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within that window so anyway that's a little insight on how the squad

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calculation is currently working at rank 3.0. Awesome just to dive back to

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the like the motion shield kind of thing one of the key aspects here is

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Again, like if you clawed your way into that division or in your holding that ground and yeah, maybe you didn't perform at that point

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You're gonna be pushed back

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You know, we want to give you that extra chance at bat and it's it's funny because like this

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Methodology is kind of applied through the game even with imbalancing generally speaking

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We always give you two of things so you can kind of screw up with one of them

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and then get another shot at it and that's the point is we want to really encourage people to

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Try and get that mastery mindset

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set driving them forward because siege is tough and we know that and people are really

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experiencing it this season especially with adjustments and the realignment of a lot of

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things. But that's the point is you're going to hit challenge and you're going to be able

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to have the opportunity to overcome it. We want to keep encouraging people to take that

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fight.

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In terms of the Motion Shield, how many matches is it active for? Just one?

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Just one. It will stop you from dropping. That next loss will take you down.

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But pretty much wraps up our discussion on Rank 3.0, but I didn't mention it earlier

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guys, we're going to have a live Q&A session, you can probably see it on your screen at

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the bottom there at the end.

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So if you have questions, you can send them in whenever we're watching, we're keeping

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track of everything and we'll answer them at the end of the stream.

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I can just add one more thing.

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We have a seasonal survey that just went out around Rank 3.0, there was a lot of

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questions on Rank 3.0, we don't have all those responses yet.

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I did have an early look at what some of the feedback was and a lot of it comes

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down to the number of matches that it takes to rank up.

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The system is actually relatively simple in the sense that if you beat somebody that's

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a higher team than yourself, you'll get more points and if you lose to somebody with, you

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know, that's less than you, you'll lose more points.

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And how it ultimately works is that it's just win, win, win, win rate, excuse me.

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So if you're getting a 50, 50 win rate, so you're winning one, losing one, winning

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one, losing one, yes, you will kind of stagnate and you're going to be at the

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the rank that you belong.

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Currently, the way that it's balanced

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is that you need about four more victories than losses.

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So if you have, say, four victories, then you lose one.

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You now have three more victories,

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so you need to get that fourth one

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in order to get one division up.

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So that's a number that we've been hearing some feedback on,

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but that's currently how it works with rank 3.0.

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It's really all about win rate.

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So if you're winning those more matches,

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that's how you get that next division.

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We're gonna be looking at that number,

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nothing to announce today,

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but that's ultimately one of the feedback points

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Now that wraps up our discussion

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Let's check it out gameplay with Jackson and see how he is doing

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He is one of the better STL players if I recall correctly right Josh?

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Jackson is pretty cracked actually

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I know Andy Jack, people in the community know who he is

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He is wild, he will show up in play sessions and stuff like that

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and we are like hey, Pistols on my body, relax

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I don't know if you are a little bit too strong

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He has a bad game sense, he has been playing the game for ages and stuff

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and a ridiculous passion for it

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It is great to have him today to be able to play

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Where are we at right now?

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He is playing Snake, he is providing

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try to reveal everybody so that way we can call out for Dokka B who is on the board.

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That's a good point because Dokka B now needs to know the operators that are there, right?

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You have to get all the spots in order to utilize the skill.

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And I think we already have the patches live now for Dokka B, right?

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Yeah, 1.1 went live on Tuesday, so the adjustments are already seen here, but yeah.

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We are actually going into that.

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We are jumping into that.

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Yeah, I am being ahead of myself.

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Let's jump into it now, we are going to talk about Doka re-mastering now, there has been a lot of talk about Doka re-mastering being a little overpowered by a lot of people

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I think once the band was introduced she was banned a lot in ranked let's say

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You can play Ace now

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Is this something you expected in terms of that?

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In the end, yeah, that's the reality of it, as we've talked about Doka for some time

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And when I say sometime, it's been years of kind of looking into reworking or whether

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it's the bouncing levers that we had.

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We did do adjustments over the course of the last few years trying to move the meter on

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her and it wasn't working.

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So we went into the idea of going, okay, remaster.

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She's a remastered territory operator.

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We got to figure this out.

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And there were multiple iterations that we'll never see the light of day right now.

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But the reality is it took us a long time to try to find out where we want to move

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with her because every time we started to move with her character, we were just

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completely taking the teeth out of her and then she was no longer viable in a lot of different ways.

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That global ability is incredibly powerful, but it is kind of core to her identity and her reach

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within a match. So it's really, really difficult to be able to maintain who she is in this hacker

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prowess, which again, a hacker is, I have remote access to what I have, I can turn your things,

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your tools against you and everything. But how do we balance that at the frustration

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points? And then it was difficult. So what happened was as we move to the new system

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we were getting closer and getting all the different variables in. We were doing play

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sessions and they were going in and we were like, Man, she doesn't have that presence

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that she needs to have. And then that day we over corrected. And that is really what

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it comes into. We just went a little too hard. But the good thing is we have the levers

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in place now and they came to content to support updating her correctly.

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Yes, I mean speaking of which, I kind of already spoiled my own question when I was

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Are you already looking at adjustments for her to balance the playing field or is it still

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too early?

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Definitely not too early.

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This is one of the huge joys of having to do Kidd in the content is that we actually get

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to update the game more often than we did in the past.

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That has been something we have been pushing for for a long time because it gives us

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more control over the game and ability to react.

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So in 2.1 as you know, which is live right now and Jackson is playing this right now,

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There is a global cooldown on the Jaco payload, so when it goes out it goes on a 7 second cooldown.

31:12.240 --> 31:15.760
In mid-season, so 2.2, we are actually going to modify that a little bit.

31:15.760 --> 31:20.120
So we are taking that global cooldown and making it an individual cooldown per defender.

31:20.120 --> 31:24.400
So if she targets one defender, they go on cooldown and then she could target another defender

31:24.400 --> 31:27.040
and then they will go on cooldown.

31:27.040 --> 31:30.040
One aspect of this is because we want her to still have that reactive feedback when

31:30.040 --> 31:33.840
she has access to the resources to be able to do this sort of thing.

31:33.840 --> 31:34.840
But that is not enough.

31:34.840 --> 31:36.080
And we know that is not enough.

31:36.080 --> 31:43.660
We are moving into the launch of season 3, and we will be introducing more counters to her

31:43.660 --> 31:48.860
Ultimately, the Jago payload right now does not classify itself as a signal, which is what

31:48.860 --> 31:50.660
the phone call used to.

31:50.660 --> 31:55.420
We are changing that kind of format to make the Jago payload a signal, so it will be an

31:55.420 --> 31:57.720
upload to the user's phone.

31:57.720 --> 31:59.860
That means you can jam it.

31:59.860 --> 32:02.620
That means Tuber out can cut the signal.

32:02.620 --> 32:06.640
These counters come back on board and this is one of the things we want to do is reintroduce

32:06.640 --> 32:14.220
the counters because the two primary things with every operator in siege is that no operator

32:14.220 --> 32:17.980
should be spamming because that is not tactical, it doesn't feel right, it doesn't go with

32:17.980 --> 32:19.060
the pace of the game.

32:19.060 --> 32:23.180
And second, no operator should be uncounterable, they have to have counters.

32:23.180 --> 32:27.460
Some of those can be much, much harder like a very hard counter like our operator coming

32:27.460 --> 32:32.580
in Season 3 for the shield users or in some cases soft counters which are always

32:32.580 --> 32:37.380
more enjoyable because it gets that action-reaction gameplay that we always strive for.

32:37.380 --> 32:41.140
I'm sure a lot of people out there are thinking, okay, we got all these changes, they sound

32:41.140 --> 32:45.380
great, why can't we just get them all at once? Why don't we just go right ahead and do it?

32:45.380 --> 32:51.540
So we don't do the same scenario in reverse, which is overcorrect in one way to overcorrect

32:51.540 --> 32:55.300
in the other way. We want to avoid this. This is exactly why with SOFIA we're doing

32:55.300 --> 32:59.100
the incremental kind of steps. This is how we're going to approach stuff like

32:59.100 --> 33:09.100
As we know, and looking at the community sentiment and stuff like this, to bring an operator out, we'd rather them be a little bit stronger and then bring them back in line accordingly.

33:09.100 --> 33:17.100
Obviously, Tope is very strong. We're bringing her back faster, but the whole point being incremental on that so that we don't go too far in the offset direction.

33:17.100 --> 33:23.100
But again, the best thing about the remasters in general is there are way more levers available to us to be able to play around.

33:23.100 --> 33:28.980
And beyond that, we're even looking at additional potential counters that we've never seen before.

33:28.980 --> 33:33.180
And looking at other interactions with operators that could expand how they work too.

33:33.180 --> 33:37.460
I mean, on that topic, are there any counters that you feel might be discovered or a timer

33:37.460 --> 33:39.700
that you've already seen discovered after the release?

33:39.700 --> 33:45.020
I mean, the big one is Thunderbird. This was really cool to see because a lot of people

33:45.020 --> 33:48.500
realized that, yeah, you know what, I don't need to go on my observation tools or whatnot.

33:48.500 --> 33:54.220
So, I'll tank the damage and then just heal up the full with a Kona Station from T-Bird.

33:54.220 --> 33:57.820
That was wicked because healing is really hard to do in Siege because you're usually

33:57.820 --> 33:58.820
dead.

33:58.820 --> 34:00.780
It's a good chance to heal.

34:00.780 --> 34:05.700
But when we talk about this idea of she sends the payload to you, you burn the phone,

34:05.700 --> 34:08.540
and then you're just going to heal up, it goes, well, now what?

34:08.540 --> 34:13.300
So instead of us from the development team diminishing her and defaying the doka,

34:13.300 --> 34:15.700
the players get to do that interactively within the round.

34:15.700 --> 34:16.940
And that's how it should be.

34:16.940 --> 34:20.800
So they start putting the pressure back on her, sure she can still get access to the network

34:20.800 --> 34:22.200
but it's temporary now.

34:22.200 --> 34:26.340
So these kind of aspects are the way we want to go and give players more options to play

34:26.340 --> 34:27.340
around.

34:27.340 --> 34:31.240
But again, healing was a really, really great one because it doesn't happen often, it doesn't

34:31.240 --> 34:35.280
have the same impact as often just because yeah, you're usually, if you catch a bullet,

34:35.280 --> 34:38.240
like that's going to be probably gone.

34:38.240 --> 34:39.240
Cool.

34:39.240 --> 34:43.640
Moving on I guess now to our next topic which is going to be Calypso Casino.

34:43.640 --> 34:46.040
Very briefly I want to touch on this.

34:46.040 --> 34:51.260
We saw that you made changes to how the band phase handles ClipsoCasino a few days ago.

34:51.260 --> 34:54.540
It differed from the initial plan, Rola, the showcase map that we talked about in our last

34:54.540 --> 34:55.540
checkpoint, right?

34:55.540 --> 34:57.340
What was the reason behind this?

34:57.340 --> 35:02.300
Yeah, so we actually had planned to keep ClipsoCasino in the band phase until the

35:02.300 --> 35:03.860
mid-season update.

35:03.860 --> 35:08.220
And at the end of the day, just that wasn't really matching players' expectations.

35:08.220 --> 35:12.620
They were looking to play at less, they wanted more variety in their maps.

35:12.620 --> 35:16.060
At the end of the day, it was worth a shot because we had that new content.

35:16.060 --> 35:20.360
We thought it was great for the rank 3.0 rollout because everybody was on the same playing

35:20.360 --> 35:21.360
field.

35:21.360 --> 35:22.860
Everybody had to learn the map at the same time.

35:22.860 --> 35:27.140
It was a great way to separate the skill, especially with the hard reset that happened

35:27.140 --> 35:28.140
at the top.

35:28.140 --> 35:32.020
It was a nice alignment there to see how that worked out, but in the end it was

35:32.020 --> 35:33.020
just overplayed.

35:33.020 --> 35:35.860
The map was getting played too often.

35:35.860 --> 35:41.540
Well, we've been to this a few times before when new maps were banable when they

35:41.540 --> 35:46.180
first game out they got banned all the time no one played them and then that made the appreciation

35:46.180 --> 35:50.620
of that map drop significantly because no one learned it because competency on a map

35:50.620 --> 35:55.180
gains confidence and then you're enjoying it more because you can handle it.

35:55.180 --> 35:59.700
So then we made it so that new maps were like unbanned so it was in the rotation but

35:59.700 --> 36:03.340
then we still had folks going like I'm never seeing it in my my band phase and stuff

36:03.340 --> 36:07.700
like this. It was like okay well we want that content to surface and then yes it

36:07.700 --> 36:12.820
board and surfaced during this. The reality was, we will find other ways to incentivize

36:12.820 --> 36:16.260
playing the new console and putting it up there while leaving the flexibility for players

36:16.260 --> 36:21.480
to enjoy the game. As you mentioned, Rank 3.0, you are going into a rank, you are into your

36:21.480 --> 36:26.980
grind, you need some of those comfort sites to fall back on, a map you are comfortable with,

36:26.980 --> 36:30.020
and we want to make sure that is offered to the players in that variety.

36:30.020 --> 36:36.020
So I think we've had both extremes in terms of new maps not being played at all, not being played all the time, so we're trying to find that balance right now.

36:36.020 --> 36:42.020
Providing incentives to play the new map, I've had multiple discussions with different people about this, I think it's a great idea.

36:42.020 --> 36:46.020
At the end of the day, it's like if we incentivize you, it feels a lot better than being forced to play it.

36:46.020 --> 36:47.020
100%

36:47.020 --> 36:48.020
Agreed.

36:48.020 --> 36:56.020
So, in terms of learning the map though, do you have any recommendations for players looking to learn it, or things they can do to improve their knowledge of it in-game?

36:56.020 --> 37:00.220
So one thing we really made sure that we had for this season was Clearhouse.

37:00.220 --> 37:05.620
Clearhouse is a great map learning tool. You have a lot of customizable options.

37:05.620 --> 37:10.220
Go against the dummies, go against the carries Legion. You can see different

37:10.220 --> 37:15.700
bomb sites, the dummies are placed and where they're taking their defenses, for example.

37:15.700 --> 37:21.100
So being able to have that on day one was really important for us. We also have Landmark Drill.

37:21.100 --> 37:25.060
I know Landmark Drill doesn't get played as much, but it's really interesting because it

37:25.060 --> 37:32.180
show a key landmark within the map and you now have to rely on your memory on where was

37:32.180 --> 37:36.780
that again. Let me go see if I can find that and there are some audio cues to help you.

37:36.780 --> 37:40.840
Those are two tools that are really strong that exist within the game in terms of map

37:40.840 --> 37:41.840
learning.

37:41.840 --> 37:48.620
That's definitely like in-game and then beyond that obviously like new stuff comes out

37:48.620 --> 37:52.380
where we have a ridiculously active community that starts producing different levels of

37:52.380 --> 37:57.000
content, whether it's just a map breakdown or what operators you should bring, site setups.

37:57.000 --> 38:00.380
This stuff is invaluable, especially if you want to get that edge early on, like learning

38:00.380 --> 38:06.140
this stuff, studying it and then jumping in. It's night and day. If you have a plan going

38:06.140 --> 38:07.660
in, you're going to be far more successful.

38:07.660 --> 38:11.620
And even going just on live streams and watching a player play Clipstick Xenolive, for example,

38:11.620 --> 38:13.900
when you map live, that can help.

38:13.900 --> 38:17.820
There's been so many good map breakdowns from content creators on how to try to get

38:17.820 --> 38:20.460
that spawn kill off the initial repo.

38:20.460 --> 38:34.380
We talked about tools, are there any other tools you are planning on adding for maps upon

38:34.380 --> 38:35.380
the release?

38:35.380 --> 38:39.500
Yes, one thing we really want to do is make sure we can have the versus bots playlist on

38:39.500 --> 38:40.500
day one.

38:40.500 --> 38:42.540
That is something we didn't have for Eclipse Joe Costino.

38:42.540 --> 38:44.900
There is a lot to go into the bots.

38:44.900 --> 38:48.380
We are looking for ways on having that initial data because they are machine learning bots

38:48.380 --> 38:52.520
that rely on player data. We're looking for different ways, even like our QA

38:52.520 --> 38:55.580
testers, for example, you know, being able to kind of give them those those

38:55.580 --> 38:59.700
initial data sets. So that way we can actually play Clip's Oak Casino or any

38:59.700 --> 39:03.740
new map that comes out in the future from day one. So you're playing a match of

39:03.740 --> 39:07.660
siege and a map you don't know in a safe environment where you can make

39:07.660 --> 39:11.980
mistakes. You can try things quickly and learn. That's fantastic. Yeah, I

39:11.980 --> 39:14.780
can't wait for that honestly. It'll help me a few because sometimes you

39:14.780 --> 39:16.980
know I'm sure people out there as well they feel a lot of pressure you

39:16.980 --> 39:21.160
know to jump into a match not knowing the map. That's why they avoid it. It might be

39:21.160 --> 39:24.540
better to have the bots there and then you can understand the angles, understand my entry

39:24.540 --> 39:26.040
points better so I think it's awesome.

39:26.040 --> 39:29.820
Especially on defense, where do I reinforce? Where do I make a rotate? What's behind this

39:29.820 --> 39:32.520
wall? There's a lot of open questions on defense.

39:32.520 --> 39:36.120
The first thing, I'll say this, this is like inside baseball stuff, but the first thing

39:36.120 --> 39:40.440
I do when we're testing out new maps is I'll sit down at play session and I just

39:40.440 --> 39:43.720
secondary shotgun and start opening the walls to find out which ones the external

39:43.720 --> 39:51.000
walls are and we have the most ridiculously useless set ups in those play sessions when

39:51.000 --> 39:56.200
we don't know the maps but then the LDs always rock us because obviously in the end we are

39:56.200 --> 39:57.200
all right

39:57.200 --> 40:01.480
Cool, well speaking of knowing everything maybe Jackson does, we are going to check in

40:01.480 --> 40:05.680
on him and see how he is doing in terms of his play

40:05.680 --> 40:07.160
Where are we at right now?

40:07.160 --> 40:10.360
How are you doing Jack?

40:10.360 --> 40:17.140
We haven't got a chance to see his highlights, but before we were doing the rehearsals, Jackson

40:17.140 --> 40:18.140
was awesome!

40:18.140 --> 40:21.700
We had some crazy highlights and we were not getting them now, but that was tough.

40:21.700 --> 40:26.220
It was interesting watching him play Denari because we talked about the overcorrection

40:26.220 --> 40:28.020
and reacting too quickly to get back.

40:28.020 --> 40:33.660
Denari is a good example where he was on the TS super strong and we made changes to

40:33.660 --> 40:39.140
him and we regretted it and then we actually had to revert those.

40:39.140 --> 40:43.340
It's a really tough challenge about knowing when to actually pull the trigger on those.

40:43.340 --> 40:48.060
Yeah, and I think one of the things that's important about the TS as well is whenever

40:48.060 --> 40:52.540
we get an update like that, whether it be in our order we see an issue, it's like our

40:52.540 --> 40:56.660
Keynes account is every three weeks, which means our TS is every two weeks.

40:56.660 --> 40:57.740
So there's a week missing there.

40:57.740 --> 41:01.540
So that means usually the rollout of a fix, if it's discovered on the TS, we'll have

41:01.540 --> 41:04.700
to come in the next update, like the point update.

41:04.700 --> 41:07.780
But if it's something that we've caught ahead of time and it gets validated,

41:07.780 --> 41:11.140
That's why you'll see bugs and stuff like that update on the TS because they were already

41:11.140 --> 41:14.820
in process and that can happen as well.

41:14.820 --> 41:19.020
Between that and the fact that our matchmaking is a lot looser on the TS, just a rapid iteration

41:19.020 --> 41:24.300
for the get people into the matches, it means that the data we're getting from the experience

41:24.300 --> 41:27.660
isn't always accurate and we have to be careful about that too.

41:27.660 --> 41:33.620
With Doka we were aware that she was well cooked at that point so it was like, let's

41:33.620 --> 41:40.100
Let's go ahead and get things moving and get these updates rolling out.

41:40.100 --> 41:44.460
Let's jump back to our topics here and go on to the 1v1 playlist.

41:44.460 --> 41:52.220
Were you guys pleased with the results with the 1v1 playlist?

41:52.220 --> 41:57.780
Yes, actually quite impressed by how well performed.

41:57.780 --> 42:02.940
Basically for some context the amount of engagement we got from the 1v1 playlist is

42:02.940 --> 42:07.060
competitive with some of our biggest and most well-loved events like Wildcard.

42:07.060 --> 42:11.180
So that kind of shows how much it was played.

42:11.180 --> 42:13.880
People were jumping in, they were playing 1v1s, and especially considering it's only

42:13.880 --> 42:17.860
two players in that match and competing with the overall engagement in the game, that means

42:17.860 --> 42:19.700
a lot of matches were being played.

42:19.700 --> 42:22.060
So yeah, pleasantly surprised.

42:22.060 --> 42:27.060
We had a feeling, considering 1v1s have been growing in popularity over the years,

42:27.060 --> 42:29.940
but it definitely shows that that's somewhere we need to continue to invest.

42:29.940 --> 42:35.900
Did you get any insightful information from the Seasonal Survey that went out regarding

42:35.900 --> 42:36.900
the 1v1 playlist?

42:36.900 --> 42:41.620
Yes, so Seasonal Surveys are a great, well-structured way to make sure that we get the clear feedback

42:41.620 --> 42:43.540
and they're from our players themselves, right?

42:43.540 --> 42:47.340
So they allow us to have...we have one for the content creators, one for pros, and one

42:47.340 --> 42:51.900
for the overall players, so that way we can segment that information appropriately.

42:51.900 --> 42:55.100
And what we really heard was ranked was number one with a bullet.

42:55.100 --> 42:58.980
Like everyone wants a ranked 1v1 playlist.

42:58.980 --> 43:02.660
So yeah, we're really looking at how do we bring that into the game, that was a clear

43:02.660 --> 43:04.300
winner in terms of feedback.

43:04.300 --> 43:06.660
There were other elements that we heard.

43:06.660 --> 43:10.780
The prep phase was a bit too long, they wanted it to be a bit more snappy, bomb sites to

43:10.780 --> 43:15.700
be auto revealed, so I don't have to drone the whole site to try to find where to go.

43:15.700 --> 43:17.580
They thought the matchmaking was kind of imbalanced.

43:17.580 --> 43:21.980
We used a quick matchmaking, which is not as up to date as saying one of our more

43:21.980 --> 43:26.180
popular playlists ranked, so we'll lean into the matchmaking more.

43:26.180 --> 43:32.820
map pool, there was the old one, but it was the old house, not the new house, so we're

43:32.820 --> 43:38.580
going to remove house, add a bunch more maps, so we'll have five maps if we bring it back.

43:38.580 --> 43:41.500
Lots of different feedback that we received from the players.

43:41.500 --> 43:44.460
From a personal level, that's actually pretty much my list of feedback.

43:44.460 --> 43:47.820
I think three or four points are like, yeah, I'd like to be able to know where the

43:47.820 --> 43:51.620
map, sorry, where the bomb is, and things like that, and the prep phase is too long.

43:51.620 --> 43:56.900
For me, I'm excited if it comes back to see those changes come through.

43:56.900 --> 44:01.180
On that question, can we expect when we want to return in the future?

44:01.180 --> 44:04.620
We want to build this with the community, so we're going to bring it back this season.

44:04.620 --> 44:08.900
So in our mid-season balance patch, point two, 1v1, we'll be making a return with

44:08.900 --> 44:10.940
a number of changes.

44:10.940 --> 44:15.340
Also we had the feedback I didn't mention of the downtime between rounds, band phase

44:15.340 --> 44:16.780
probably wasn't helping that.

44:16.780 --> 44:19.460
We're making a change where you'll have attrition.

44:19.460 --> 44:23.220
the winning operator will be removed from the board. So if you win with an op, you now

44:23.220 --> 44:27.340
have to choose another op. If you lose, you can still use the same one. But that's going

44:27.340 --> 44:32.620
to make everything a lot snappier, shorter prep phase, bomb sites revealed. So yeah,

44:32.620 --> 44:36.260
we have a lot of feedback. And what we now will ask the community is like, with this

44:36.260 --> 44:40.940
set of variables, does it feel much better? Are we going in the right direction? What

44:40.940 --> 44:44.540
other elements or changes do we want to see? And we might get feedback like actually

44:44.540 --> 44:48.300
no band phase was better because I can say I want to go downstairs. Therefore,

44:48.300 --> 44:52.140
I'll choose a certain opt-to-ban, there's more strategic.

44:52.140 --> 44:54.860
But we'll see, we'll throw those changes in

44:54.860 --> 44:56.620
and we'll see how the community reacts to it.

44:56.620 --> 44:59.820
Absolutely, and I mean, I guess my next question is,

44:59.820 --> 45:01.180
which we already kind of hinted at

45:01.180 --> 45:03.380
when being the most popular topic,

45:03.380 --> 45:05.620
is Rank gonna be included in this re-release?

45:05.620 --> 45:08.380
So Rank is a bit larger because we're still working

45:08.380 --> 45:10.100
on Rank 3.0 and we want to make sure

45:10.100 --> 45:11.380
that we get that formula right

45:11.380 --> 45:14.300
before we apply that to another playlist.

45:14.300 --> 45:16.380
So right now it will not be coming directly

45:16.380 --> 45:20.540
1v1, but we understood that was the number one with the bullet, that's what players want

45:20.540 --> 45:21.540
to see from it.

45:21.540 --> 45:26.540
So we're going to be working towards a competitive version of 1v1s in the future, absolutely.

45:26.540 --> 45:31.300
Yeah, and I think one thing that's important is in terms of flow, I guess, of the game

45:31.300 --> 45:32.300
mode.

45:32.300 --> 45:33.940
You want to make sure it's solid, you want to make sure everything is good before you

45:33.940 --> 45:36.740
go into create that ranked mode.

45:36.740 --> 45:41.900
It's a new strategy for us to be building a playlist with the community and make

45:41.900 --> 45:44.060
those changes and see what the feedback is.

45:44.060 --> 45:48.780
Well, it's just like incremental balancing, it's incremental design as we're going forward

45:48.780 --> 45:53.500
with everything that we're putting into the game because we want more community moment

45:53.500 --> 45:54.820
with everything that we're doing.

45:54.820 --> 45:58.460
We can do fantastic testing with our pros, we can do fantastic testing with our content

45:58.460 --> 46:01.900
creators, but until it goes live and it's in the hands of everybody who plays this

46:01.900 --> 46:04.020
game every day, it's not real.

46:04.020 --> 46:06.700
And then once it's there, that's the real data and that's where you have to go

46:06.700 --> 46:07.700
from.

46:07.700 --> 46:09.180
Ring 3.0 is a prime example of that.

46:09.180 --> 46:11.900
We went through all these stages, it goes live and we're like, all right, we've

46:11.900 --> 46:17.000
get some work to do and make those adjustments, but that is the whole point. Being able to

46:17.000 --> 46:20.860
drive towards that, get that feedback and then make those iterations and kind of grow

46:20.860 --> 46:22.860
it together.

46:22.860 --> 46:28.380
I think that pretty much wraps up our primary topics, but we know we have a lot of questions

46:28.380 --> 46:33.380
out there, so let's start jumping into that into our live Q&A session. If you haven't

46:33.380 --> 46:36.500
already submitted a question and you want to just post it in the chat either on

46:36.500 --> 46:40.780
YouTube or Twitch and we'll try to answer it as best as we can if we can get to

46:40.780 --> 46:49.780
So first up on the list is will there be Decay introduced to champion and legend ranks?

46:49.780 --> 46:53.660
So we do have a skill Decay, but it's more for Miss Seasons, like if I didn't play the

46:53.660 --> 46:58.780
game for a couple of seasons there is a skill Decay that comes into place.

46:58.780 --> 47:02.620
We're not currently looking at skill Decay and the relationship between say ranked and

47:02.620 --> 47:06.340
legend division just because like if you play ranked a whole bunch and you get your

47:06.340 --> 47:09.540
champion and then you jump into legend division and that's your new home and you're

47:09.540 --> 47:10.540
loving it.

47:10.540 --> 47:13.740
we probably won't decay your champion rank.

47:13.740 --> 47:16.460
And then you lose access to Legend Division, for example.

47:16.460 --> 47:19.460
So we're not currently looking at skill decay

47:19.460 --> 47:21.220
for active players.

47:21.220 --> 47:22.780
But yeah, if players are not active,

47:22.780 --> 47:24.420
then yes, the skill decay will come into place.

47:24.420 --> 47:25.260
Okay.

47:26.580 --> 47:27.420
It's a big one.

47:27.420 --> 47:30.900
I think, can we get any updates on voice chat

47:30.900 --> 47:32.180
and what's happening there?

47:32.180 --> 47:34.780
Yeah, so voice chat is really unfortunate

47:34.780 --> 47:35.620
for this season.

47:35.620 --> 47:37.220
Obviously with the release of rank 3.0

47:37.220 --> 47:39.620
and we talked about how strategic it,

47:39.620 --> 47:42.740
you know, playing with each other and the win rate and how important it can be.

47:43.620 --> 47:46.580
So we have identified a number of issues with Voice Chat.

47:47.020 --> 47:50.620
Sometimes these issues are just hard to replicate in the studio environment.

47:50.620 --> 47:54.420
And if we can't replicate them, it's harder for us to fix them or we're kind of fixing blind.

47:55.140 --> 47:59.060
We have been able to replicate recently a number of different Voice Chat issues.

47:59.060 --> 48:03.140
And we're happy to say a fix is coming for the point to patch for majority of the issues.

48:03.140 --> 48:07.260
Exactly. Like in some of these issues, like we've we've had a kind of a reoccurring issue with Voice Chat.

48:07.260 --> 48:12.220
And one of these is the one that we cracked, which is like the thing that brought a tremendous

48:12.220 --> 48:16.700
amount of joy to me when I've heard we finally got it because it's one of those things that

48:16.700 --> 48:17.700
is super frustrating.

48:17.700 --> 48:20.780
We have recognized that a lot of our players, especially in our ranked ecosystem, are playing

48:20.780 --> 48:21.780
solo.

48:21.780 --> 48:25.300
They need their voice in order to be able to work with their team.

48:25.300 --> 48:28.260
So being able to nail down the stuff and get to it, like I'm super happy that the

48:28.260 --> 48:32.660
team was able to crack it because some of the stuff was like the most bizarre setups

48:32.660 --> 48:34.700
that would do it.

48:34.700 --> 48:35.940
But that's the nature of games.

48:35.940 --> 48:39.560
like, there's so much intricate parts that work together, there's all these different

48:39.560 --> 48:44.460
services and stuff like this. And this stuff can happen. But being able to like weed it

48:44.460 --> 48:48.620
out. The biggest thing I'd say from this is just like voice chat or just like any other

48:48.620 --> 48:52.500
topic that comes up from the community. If if you're like, you're using your voices

48:52.500 --> 48:55.900
to be heard and they are being heard and we're acting on that, we immediately put

48:55.900 --> 49:00.180
people onto it. And we escalated accordingly. And I think that's the big thing because

49:00.180 --> 49:03.420
like, especially with voice chat, like coming in and where it's like, what is

49:03.420 --> 49:08.220
going on and there is a strike team working on this stuff and kind of solving it.

49:08.220 --> 49:13.300
It also helps in learnings for future, to put procedures in place and things like that,

49:13.300 --> 49:14.300
right?

49:14.300 --> 49:18.940
Absolutely, yeah, especially because some of the cases in which we find out stuff, maybe

49:18.940 --> 49:24.020
a feature being implemented a while back has had a cascading effect or has been sitting

49:24.020 --> 49:28.540
there as a root problem that was undetectable and then we figured it out and we were

49:28.540 --> 49:30.380
like, okay, now we have to clean that up.

49:30.380 --> 49:32.060
But again, nature of the beast.

49:32.060 --> 49:35.260
just in software everything's connected in one way or another and sometimes you

49:35.260 --> 49:38.900
change something over here and it has impact over there and that can be very

49:38.900 --> 49:42.900
difficult to make those connections. Actually we can mention something for

49:42.900 --> 49:45.860
the Antilla point two patch that kind of help alleviate some of the

49:45.860 --> 49:49.820
frustration. If you end up playing in the shooting range like say you're

49:49.820 --> 49:52.420
matchmaking and you jump into shooting range or if you're you know

49:52.420 --> 49:58.380
testing out match replay or any type of offline mode so not a non-PVP mode

49:58.380 --> 50:02.900
best to just reboot the game and then jump into your PvP match and that will

50:02.900 --> 50:06.500
actually clear out a lot of the issues with the voice chat, not all of them but

50:06.500 --> 50:10.900
majority of them for now and then the point-to-patch that will be in the

50:10.900 --> 50:15.540
thing of the past. Yeah, so mid-season patch guys, voice chat, we get to go.

50:15.540 --> 50:20.020
So just wait for that but in the meantime as you heard a few options in

50:20.020 --> 50:24.980
order to avoid the issues that are occurring. Next up is we haven't

50:24.980 --> 50:28.940
really heard much about testing grounds recently. Do you have any updates on it?

50:28.940 --> 50:33.340
Well, testing grounds is still coming. Obviously, we're going to be doing that half-reinforced

50:33.340 --> 50:37.700
one later this year. I think, just as I mentioned earlier when we're talking about, like, we

50:37.700 --> 50:42.500
do workshops and conversations with our pros and play sessions with our pros. We've been

50:42.500 --> 50:45.620
doing the same thing with our content creators at the majors. We've been doing workshops

50:45.620 --> 50:49.380
or even people coming into the studio. Testing grounds is our opportunity to do

50:49.380 --> 50:52.860
that with everybody in the community. And this is something that, like, we've

50:52.860 --> 50:57.340
We've been talking about this a lot the last few weeks too about utilizing this a lot more,

50:57.340 --> 51:01.580
going into the future to test more features and get more feedback from the community,

51:01.580 --> 51:04.580
like our live community on these topics.

51:04.580 --> 51:09.340
So yes, it's still very much a feature for us to do.

51:09.340 --> 51:13.380
The key thing is we have to slot it into the seasonal kind of calendar because it can't

51:13.380 --> 51:17.040
run at the same time as an event and things like this, like we'll be doing this.

51:17.040 --> 51:21.780
So you can expect more of these in the future and some of the scope of them may

51:21.780 --> 51:27.780
be smaller. Like if I say speed and armor had it's like a makeshift work-in-progress UI it had

51:27.780 --> 51:31.700
like system changes to multiple operators maybe it's rule sets and stuff like that that we want

51:31.700 --> 51:36.500
to mess around with or change like different parameters we may put that up on the testing

51:36.500 --> 51:40.820
server going into the future. Yeah we had like a previous thought process where it's like this

51:40.820 --> 51:45.460
needs to be roughly ready in terms of like the design and mindset before we put it live

51:45.460 --> 51:49.860
so we get the gut check and then some feedback on it. I think we're challenging that a little

51:49.860 --> 51:54.100
a little bit. You want to be able to work more with the community and say, hey, what

51:54.100 --> 52:00.380
do you think about this? Half-Hall Reinforcement is a good first start. It's a big, impactful

52:00.380 --> 52:02.140
feature for us to play with.

52:02.140 --> 52:06.060
That would be great to see testing grounds used more frequently. I think that the community

52:06.060 --> 52:07.860
would appreciate it as well.

52:07.860 --> 52:15.540
Cool. Next up, we have a lot coming in, guys. So, if I get to them, just be patient.

52:15.540 --> 52:23.420
It feels like I'm playing against 5 stacks in ranked while solo queuing, or I'm frequently

52:23.420 --> 52:24.940
up against squads of 3 or more.

52:24.940 --> 52:26.100
Are you working on this, or where have the issue?

52:26.100 --> 52:28.040
I think we actually already addressed this correctly.

52:28.040 --> 52:29.940
We didn't talk about that directly.

52:29.940 --> 52:34.900
Basically there is a kind of squad matchmaking, and the amount of impact that that will have

52:34.900 --> 52:39.140
in terms of the matchmaking is basically a lever that we're playing with.

52:39.140 --> 52:43.660
Right now it's not as high as it was in the past, like when we first released this,

52:43.660 --> 52:46.820
And so yeah, we'll be looking at making that a bit higher.

52:46.820 --> 52:48.780
So what basically happens is what we're seeing

52:48.780 --> 52:50.500
is that because players are getting, especially

52:50.500 --> 52:53.580
at the higher MMR, excuse me, higher rank,

52:53.580 --> 52:55.980
because there's no more hidden MMR,

52:55.980 --> 52:59.420
everything you see is what you get in terms of matchmaking.

52:59.420 --> 53:01.420
So basically, those higher ranked players,

53:01.420 --> 53:03.300
they're kind of dispersing in terms of those ranks.

53:03.300 --> 53:04.780
There's not very many champions.

53:04.780 --> 53:06.580
Matchmaking times are starting to get a bit long,

53:06.580 --> 53:08.340
so we've kind of relaxed it a little bit.

53:08.340 --> 53:11.340
But we'll be looking at what's the right formula for that.

53:11.340 --> 53:13.100
Ultimately, we're also challenging,

53:13.100 --> 53:14.760
like what's the right squad compositions?

53:14.760 --> 53:16.000
Like if we have a five stack

53:16.000 --> 53:17.940
and we don't have another five stack,

53:17.940 --> 53:19.460
we thought maybe four one was better,

53:19.460 --> 53:21.680
but then that's not great for the solo player.

53:21.680 --> 53:23.800
So maybe three two is better than four one,

53:23.800 --> 53:25.920
because at least the duo can play off of each other

53:25.920 --> 53:27.180
versus the five stack.

53:27.180 --> 53:28.720
So we're looking at different combinations

53:28.720 --> 53:31.040
in terms of, okay, if I don't have a five stack,

53:31.040 --> 53:33.520
what's the next best that we can deliver?

53:33.520 --> 53:35.080
And there's a lot of open questions like that

53:35.080 --> 53:36.680
that we're challenging.

53:36.680 --> 53:37.940
But yeah, that's something that we know

53:37.940 --> 53:41.360
is not as present as I think players are expecting.

53:41.360 --> 53:43.040
So we'll be looking at that.

53:43.040 --> 53:51.160
Alright, next up is will we get a proper cancellation of stats meaning deaths and kills, not just

53:51.160 --> 53:56.120
points being returns for a match that is cancelled due to bands that have them for cheaters?

53:56.120 --> 53:58.600
So yeah, we actually are absolutely working on that.

53:58.600 --> 54:02.160
So that's been a long standing thing, I get a match cancelled but it affects my win

54:02.160 --> 54:07.080
rate, it affects my KD, it affects all these different stats that I have in the game.

54:07.080 --> 54:10.960
It's a really complicated topic, to be honest, but it's something that we want

54:10.960 --> 54:11.960
to do.

54:11.960 --> 54:15.800
trying our best to actually have it by the end of the year but it's something that we're working towards.

54:15.800 --> 54:19.160
Yeah, like as I mentioned like all these interconnected systems and stuff like this,

54:19.720 --> 54:24.520
basically whenever that match is cancelled it deletes it from essentially having happened

54:24.520 --> 54:28.360
and in some of the systems like they don't get that notification that's going through,

54:28.360 --> 54:33.160
I'm simplifying it by a ridiculous amount. So, but the point being that we have to get all

54:33.160 --> 54:36.680
these services to be on board to register something happened but it didn't happen, it's

54:36.680 --> 54:40.920
like it it's uh yeah it's complicated but it is something we're actively trying to pursue,

54:40.920 --> 54:44.760
it's we've heard this one for a little bit so we have people on it now very

54:44.760 --> 54:49.000
enough next up is do you plan on tuning

54:49.000 --> 54:53.600
elo gained lost in the future would love to see more elo for wins and for it to

54:53.600 --> 54:58.520
be consistent 25 elo gained when closing ranks we talked about making

54:58.520 --> 55:02.200
adjustments we already have but yeah we adjusted the system the actual

55:02.200 --> 55:05.160
balancing of the system yeah at the end of the day it's on all about win

55:05.160 --> 55:09.920
rate so that 50-50 win rate you need four more wins in order to rank up

55:09.920 --> 55:15.040
in terms of the number of losses you have. But that's really something we're questioning.

55:15.040 --> 55:18.840
We're questioning it globally. Is that the right number? Right now that's the number

55:18.840 --> 55:23.280
we went with and we're letting the season run with that in mind. But we're also looking

55:23.280 --> 55:29.480
at per ranks. Is that the right number for Copper as it is for Platinum? Is that maybe

55:29.480 --> 55:34.320
there can be difference between those different ranks? There's lots of things on the table.

55:34.320 --> 55:37.840
We don't have a next step to announce right now because to be honest, everything

55:37.840 --> 55:41.680
is fresh, like all the data, the seasonal surveys just starting to come in.

55:41.680 --> 55:45.720
So we're really trying to make sure that we are taking informed decisions as we move forward

55:45.720 --> 55:51.320
with ranked, because to be honest, we believe in ranked, like we really took a stance that

55:51.320 --> 55:54.240
it's not a progression system, it's a ranking system.

55:54.240 --> 55:58.000
We added their progression, excuse me, the rewards track on the side, the competitive

55:58.000 --> 56:02.520
rewards track, that's something that we want to continue to invest in, may have

56:02.520 --> 56:07.160
that whole more weight, maybe have some more meaning behind those rewards, maybe

56:07.160 --> 56:12.720
have more of a ramp up so it's not just 10-10-10 but making that more impactful so it takes

56:12.720 --> 56:16.880
a little bit more of the conversation. That's something that we would like to do but it's

56:16.880 --> 56:20.880
not a progression system that ranks today. It's not AI starting gold and I get my way

56:20.880 --> 56:25.800
to champ and I do that every season. It's yes you are positioned and where we think

56:25.800 --> 56:30.600
you believe like based on that and prove us wrong. Like just get more wins than

56:30.600 --> 56:34.040
losses and prove us wrong and that's really how the core system works.

56:34.040 --> 56:41.540
Next up is, well actually, at One Fastest myself, I forgot about it, but will the 1v1 playlist ever be permanent?

56:41.540 --> 56:48.540
Oh, yeah, so right now we're kind of taking, we're being shy with permanent modes, to be honest.

56:48.540 --> 56:53.540
We learned a lot from Dual Front, we learned a lot from the arcade playlist that we had live that didn't have a lot of play.

56:53.540 --> 56:59.540
So announcing something as our new permanent playlist is kind of something we're being very cautious with.

56:59.540 --> 57:04.980
that said could something come in more often like we saw the 1v1s last season

57:04.980 --> 57:08.660
this season how long does it stay is it two weeks is it six weeks there's lots

57:08.660 --> 57:10.960
of different ways that we're kind of playing with what's the right

57:10.960 --> 57:16.120
combination of being able to offer those modes to players but to say a new

57:16.120 --> 57:19.400
permanent mode especially worth where we've been over the last couple years so

57:19.400 --> 57:22.000
I think it's hard for us to do that right now I think we recognize the

57:22.000 --> 57:25.180
fact that like our players love ranked like period like just that

57:25.180 --> 57:28.760
experience of rent and we want to make sure that we're not trying to

57:28.760 --> 57:34.920
split their attention between different things that aren't that could be of an equal want for them and that that's really what it

57:34.920 --> 57:37.960
Comes down to is like given the option of multiple things running

57:37.960 --> 57:40.660
I'm like I'm gonna go to the thing that I want the most which is ranked experience

57:41.540 --> 57:46.880
This is one of the things we're talking about as well is looking at how do we make sure that as

57:47.360 --> 57:51.520
A player you don't feel stretched too thin because we don't want to do that either like it

57:51.520 --> 57:57.960
Yeah, just a game as much as you just tough and yes, the grinding rank is real and it's gonna be challenging you and push your mastery

57:57.960 --> 58:00.880
It's not supposed to be your second job or something like that.

58:00.880 --> 58:03.120
It's still supposed to be entertaining for you to have a good time with your friends

58:03.120 --> 58:07.120
and enjoy the game and enjoy the mechanics and enjoy the richness that is siege.

58:07.120 --> 58:08.120
All right.

58:08.120 --> 58:09.120
I'm sorry.

58:09.120 --> 58:16.000
I'm just looking through the questions here to try and see what we can ask.

58:16.000 --> 58:18.120
Are there any anti-cheat updates coming?

58:18.120 --> 58:19.920
I think this is a common discussion.

58:19.920 --> 58:20.920
Yeah.

58:20.920 --> 58:22.200
So cheating is never active topic.

58:22.200 --> 58:23.200
It just is.

58:23.200 --> 58:24.200
It's always going to have some wins.

58:24.200 --> 58:29.440
we're gonna have some, you know, some opportunities for us to improve, but one

58:29.440 --> 58:32.840
thing I can say is that we actually had some big wins against DMAs recently,

58:32.840 --> 58:37.720
which is a really tough nut to crack DMAs, like they are really difficult in

58:37.720 --> 58:40.760
order to fight against, and we had some big wins against some of those

58:40.760 --> 58:46.200
providers recently. Also, we have updates coming for recoil scripting

58:46.200 --> 58:50.880
soon, like in the short to medium term, like in season three we hope to

58:50.880 --> 58:55.560
bring that to PC and then to follow in console in season four. So now we'd be

58:55.560 --> 59:00.760
able to combat recall scripting. Also our mousetrap continues to be updated. It's

59:00.760 --> 59:04.840
actually in the best state that it's been for a long time. But we know that

59:04.840 --> 59:08.520
there's more conversation around cheating and there's more opportunities

59:08.520 --> 59:13.000
for us to continue to fight the cheating. And even next season we have a

59:13.000 --> 59:16.660
key feature that's launching with the Legend Division. We have secure

59:16.660 --> 59:20.200
boots coming in as the first implementation within Siege. So this

59:20.200 --> 59:24.600
This is a prime example of continuing to invest in anti-cheat and not backing down from that

59:24.600 --> 59:25.600
fight like ever.

59:25.600 --> 59:29.240
Like, we're going to continue to put money on this invest and get the greatest people

59:29.240 --> 59:31.800
that we can to help drive this forward.

59:31.800 --> 59:35.600
And yeah, the DMA stuff, like, I mean, huge shout out to the team for that, for being

59:35.600 --> 59:39.920
the crack that, like, that is something that I can tell from talking to different

59:39.920 --> 59:41.280
peers in the industry and stuff like that.

59:41.280 --> 59:45.280
This is something that a lot of people are concerned with about what it can do.

59:45.280 --> 59:50.560
The amount of effort people will go to is not to play normally.

59:50.560 --> 59:54.360
But anyway, I'm really proud of the work that the teams have been doing on this and the fact

59:54.360 --> 59:56.640
that we are continuing to invest in it every season.

59:56.640 --> 01:00:00.600
We are going to have another check point coming up at the beginning of August, I would say

01:00:00.600 --> 01:00:04.360
to dive more into those subjects, player protection, anti-cheat, things like that.

01:00:04.360 --> 01:00:06.720
So make sure you stay tuned for that.

01:00:06.720 --> 01:00:08.640
Let's get back to the questions though.

01:00:08.640 --> 01:00:11.360
We got one here saying, a balancing question.

01:00:11.360 --> 01:00:15.920
Will you buff Zeros Argus launcher? I think his gadget could use a few more tweaks so his

01:00:15.920 --> 01:00:19.520
pick rate increases, quieter deployment, faster switch between sides.

01:00:19.520 --> 01:00:23.360
I almost feel like I can guess who's using him that is.

01:00:23.360 --> 01:00:28.040
But Zeros is a good one. Obviously, we've done a couple of different things. He's heard

01:00:28.040 --> 01:00:31.680
about them in the past. He is a jack of all trades kind of operator with the fact

01:00:31.680 --> 01:00:35.240
that he has a lot of utility he can bring to the board and a ridiculous amount of

01:00:35.240 --> 01:00:41.280
cameras as well. But even with that underutilization is there. We've looked into a couple

01:00:41.280 --> 01:00:47.540
different things. I've seen a wild prototype from the Barcelona team about his Argus launcher

01:00:47.540 --> 01:00:54.560
at one point and we were like, okay, that's a little crazy. We were definitely looking in

01:00:54.560 --> 01:00:59.560
different ways to enhance him 100% because every operator when we see that they're not

01:00:59.560 --> 01:01:03.960
quite getting the play time they should, especially with the amount of utility that

01:01:03.960 --> 01:01:08.960
The Guns are pretty good

01:01:08.960 --> 01:01:13.960
The only thing he needs is the split jump

01:01:13.960 --> 01:01:19.960
The reality is that it is something we constantly look at how to advance everybody

01:01:19.960 --> 01:01:24.960
We are still tuning it and seeing what we can find there

01:01:24.960 --> 01:01:29.960
but nothing to go into right now

01:01:29.960 --> 01:01:34.160
I appreciate the stealth aspect because I know that's one of the comments is that these things should be quieter

01:01:34.160 --> 01:01:36.080
Yeah, they are pretty loud

01:01:36.080 --> 01:01:41.360
We are going to go to the next question, actually another balancing related question

01:01:41.360 --> 01:01:47.800
Have you considered the live data that Doc receives when the defender hangs up to be a little too strong?

01:01:47.800 --> 01:01:51.920
Yes, this is a conversation point, 100%

01:01:51.920 --> 01:01:55.880
This is one of those points where before when we were doing the tuning we actually didn't have it

01:01:55.880 --> 01:02:01.880
And this is part of the series of changes that went in all together, which probably tip the scales.

01:02:01.880 --> 01:02:06.880
So to me, this is definitely one that we can discuss and talk about to see.

01:02:06.880 --> 01:02:13.880
Those three updates I mentioned, like obviously 2.1, 2.2, and then 3, that's not going to be the end.

01:02:13.880 --> 01:02:15.880
We'll continue to monitor and adjust and make the tweaks.

01:02:15.880 --> 01:02:20.880
Now those tweaks don't have to be maybe as major after the fact.

01:02:20.880 --> 01:02:24.880
Now that we'll have counters on the board, we'll have more clear cooldowns, less spam, more counters.

01:02:24.880 --> 01:02:30.160
more counters, we'll be able to adjust things a little bit more precise after the fact, and

01:02:30.160 --> 01:02:35.360
this sort of thing, which is huge, it's an intel giver. Fenrir has this kind of aspect about him too,

01:02:35.360 --> 01:02:38.720
like that gadget going on and off, and he can see it across the map, so he can give great

01:02:38.720 --> 01:02:42.320
call outs, and his gadget getting destroyed across the map, he gets to give that intel.

01:02:43.120 --> 01:02:46.880
And as we know, Intel is very, very strong in a lot of aspects of the game right now.

01:02:47.520 --> 01:02:50.560
So this is something that would be on the table.

01:02:50.560 --> 01:02:54.080
All right, I'm trying to go through as quickly as we can guys to get your questions,

01:02:54.080 --> 01:02:58.960
but what would it take to add a solo queue playlist available to everyone?

01:02:59.520 --> 01:03:00.800
A solo queue for 5v5?

01:03:01.680 --> 01:03:03.440
I didn't specify, but I'm assuming yeah.

01:03:03.440 --> 01:03:06.160
So I would assume yeah. So that's really looking into

01:03:07.200 --> 01:03:12.560
you know that pain point between you know playing as a solo player versus those that are coordinated and

01:03:12.560 --> 01:03:18.160
you know we have a lot of opportunity for us to continue working on the existing 5v5.

01:03:18.160 --> 01:03:24.000
But as I did mention you know we are interested in continuing our competitive ecosystem updates

01:03:24.080 --> 01:03:28.640
over time. So we'll see where that leads us in the future.

01:03:28.640 --> 01:03:33.120
I think it's important to mention that the pinpoints that our solo players have are something we're

01:03:33.120 --> 01:03:38.320
hearing very, very clearly right now. I mean, there are a lot of people who play solo and play

01:03:38.320 --> 01:03:42.560
for also different reasons and stuff like this. I mean, the true goal would be that we would

01:03:42.560 --> 01:03:46.800
love for you to find your squad because siege plays very differently when you're in a squad

01:03:46.800 --> 01:03:51.280
and that would be like that to me is where peak siege is if I'm speaking personally.

01:03:51.280 --> 01:03:56.180
But at the same time, that's not the case for everybody, like whether it be schedules

01:03:56.180 --> 01:03:57.180
or anything like that.

01:03:57.180 --> 01:04:00.940
I mean, I've got friends that play games with and we can't get everyone coordinated all

01:04:00.940 --> 01:04:03.760
the time, so it is what it is.

01:04:03.760 --> 01:04:07.420
But making that experience as best as possible for everybody and being able to play the

01:04:07.420 --> 01:04:11.700
game the way they want to and feel it's fair, it's competitive, it's that point

01:04:11.700 --> 01:04:15.820
where I can earn that mastery is something that we're really, really driven towards.

01:04:15.820 --> 01:04:19.820
So yeah, like Chris said, we have investigations ongoing.

01:04:19.820 --> 01:04:26.820
I have another question that I am not sure we can answer right now

01:04:26.820 --> 01:04:30.820
Great John

01:04:30.820 --> 01:04:36.820
So what is the current state on Moussin Keyboard on consoles?

01:04:36.820 --> 01:04:41.820
We are working towards that for the mid season update

01:04:41.820 --> 01:04:45.820
That is something that we have committed to and we are going to be bringing that out

01:04:45.820 --> 01:04:51.840
So again, you plug in a mouse and keyboard, it will automatically switch you into the PC

01:04:51.840 --> 01:04:57.300
pool and there is no spoofer, there is no way of, you know, some of these providers have

01:04:57.300 --> 01:05:02.260
ways for you to kind of say how much is it like a controller and all that kind of stuff.

01:05:02.260 --> 01:05:05.500
MouseTrap doesn't have to worry about that as much, meaning that it's technically easier

01:05:05.500 --> 01:05:09.740
for us to catch those that are trying to bypass if there was ever an exploit.

01:05:09.740 --> 01:05:14.140
But yeah, mouse and keyboard on consoles is slotting for the mid-season update this

01:05:14.140 --> 01:05:15.140
season.

01:05:15.140 --> 01:05:19.620
I'm really excited for the future to go live.

01:05:19.620 --> 01:05:23.900
We were testing it not that long ago and it felt really awesome and it's surreal to

01:05:23.900 --> 01:05:27.100
be sitting there and just plugging my keyboard in and just go.

01:05:27.100 --> 01:05:31.340
But then you're swapped into the PC pool and you get to experience that as well.

01:05:31.340 --> 01:05:34.780
Which again, it's all about giving players more ways to play and to play with their

01:05:34.780 --> 01:05:36.980
friends in the ecosystem they want to.

01:05:36.980 --> 01:05:40.460
Up to this point, you're mostly on gamepad, right?

01:05:40.460 --> 01:05:45.600
So we've definitely been playing in PC lobbies with game pads and stuff like this in some

01:05:45.600 --> 01:05:50.140
cases, but to be able to be native to the input device is going to be great.

01:05:50.140 --> 01:05:51.900
I'm just having that player choice.

01:05:51.900 --> 01:05:52.900
That's great.

01:05:52.900 --> 01:05:53.900
Cool.

01:05:53.900 --> 01:05:54.900
I'm just checking out.

01:05:54.900 --> 01:05:58.740
I have anxiety I had with him saying like I don't know if I can answer this.

01:05:58.740 --> 01:06:00.740
I'm like, thanks man.

01:06:00.740 --> 01:06:02.340
That boy is going to ask and we'll see what happens.

01:06:02.340 --> 01:06:06.340
It's like a huge relief, right?

01:06:06.340 --> 01:06:10.420
I'm seeing a lot of questions on marketplace right now guys.

01:06:10.420 --> 01:06:14.320
And I mean, we already said that's the beginning, but we'll say it again, you know

01:06:14.320 --> 01:06:18.500
We've seen your comments we know like now previously on social media on marketplace

01:06:18.500 --> 01:06:21.180
We don't have anything to share today in terms of major news

01:06:21.180 --> 01:06:25.300
But there will be a blog post early next week

01:06:25.300 --> 01:06:30.620
Which will cover its current status and how it factors into a broader economic updates that are being planned for Siege

01:06:30.620 --> 01:06:34.620
So there's your answer there guys and next week make sure you keep an eye out for that

01:06:36.060 --> 01:06:38.420
Next up is an interesting one

01:06:38.420 --> 01:06:43.380
I don't know why they are asking the context behind it, but is there any chance you will

01:06:43.380 --> 01:06:46.380
rework the way Hitbox works in Siege?

01:06:46.380 --> 01:06:50.180
I'd be interested to understand the context.

01:06:50.180 --> 01:06:51.420
I'd like to know the context, too.

01:06:51.420 --> 01:06:56.340
Maybe you guys can give us context on that, who asked that question and we'll try to

01:06:56.340 --> 01:06:57.340
give you more information.

01:06:57.340 --> 01:07:00.660
I remember forever ago, it was a long time ago, when I was in the game for a ship,

01:07:00.660 --> 01:07:02.180
there was a Jagger, how did it look like?

01:07:02.180 --> 01:07:04.140
Well, it's like, oh, I should have hitboxed it smaller?

01:07:04.140 --> 01:07:05.140
No, it's not.

01:07:05.140 --> 01:07:10.180
But I think, I could say this from a fundamentals point of view, we're always looking at ways

01:07:10.180 --> 01:07:15.280
to prove the fundamentals of stage, whether it's just from the gun play, the gun feel,

01:07:15.280 --> 01:07:19.040
and then that response to this within the game itself, like Hit Ridge and everything

01:07:19.040 --> 01:07:20.040
like this.

01:07:20.040 --> 01:07:24.620
We are constantly looking at ways to improve that, and even if it is the smallest adjustment

01:07:24.620 --> 01:07:27.900
that makes it just that much better, it's just one step closer.

01:07:27.900 --> 01:07:30.700
If we get a 1% gain, we'll take that 1% gain.

01:07:30.700 --> 01:07:34.660
So we do have teams that are actively looking for this stuff at all times in the health

01:07:34.660 --> 01:07:41.180
of the game in general. That would be my best answer to any core system, the bread and butter

01:07:41.180 --> 01:07:48.380
of how Sage works and how the mechanics work, is that we are always looking at ways to manage.

01:07:48.380 --> 01:07:52.060
In the last checkpoint, it was mentioned that there are more changes coming to Zofia this

01:07:52.060 --> 01:07:55.540
season. Can we get a sneak peek on what is coming for her?

01:07:55.540 --> 01:08:05.100
I don't know if I should, because all I can say is, when it came to the next patch, it's

01:08:05.100 --> 01:08:12.980
mid-season, and I remember when it was presented to me, and I saw it, I was like, are you sure?

01:08:12.980 --> 01:08:17.100
That was the thing I said, and then I'm like, well, God we're doing this incrementally,

01:08:17.100 --> 01:08:20.260
we'll see how she's doing, and she's doing much better now. Obviously, people are

01:08:20.260 --> 01:08:25.500
rolling her in, which is great. I'm super happy to be running her myself now again.

01:08:25.500 --> 01:08:43.260
Next up, would it be viable if the 1X got zoomed into 1.25X and the 2.5X?

01:08:43.260 --> 01:08:44.820
Oh wow, we are getting into details here.

01:08:44.820 --> 01:08:49.740
ACOG got zoomed out to a 2X, bridging the gap between players who want more or less

01:08:49.740 --> 01:08:53.980
zoom while keeping a big gap between the two scopes.

01:08:53.980 --> 01:09:01.700
It's a big gap, but you're getting close to that 1.5, but ultimately it comes down to,

01:09:01.700 --> 01:09:05.860
and I think I've mentioned this before, we are looking at magnified scopes just in general

01:09:05.860 --> 01:09:10.240
and how they perform for each individual and how we play the game.

01:09:10.240 --> 01:09:13.860
Because again, if you're sitting on a couch this far away, like we are from the TVs,

01:09:13.860 --> 01:09:16.340
you can't see the TVs, but there's TVs in front of us.

01:09:16.340 --> 01:09:28.180
But that changes how that magnification feels when you are playing and everything like this.

01:09:28.180 --> 01:09:31.760
So we are looking at different things like this and we are working with our balancing

01:09:31.760 --> 01:09:35.320
team on kind of assessing that.

01:09:35.320 --> 01:09:40.280
This discussion is something that because it is a scope, it is highly systemic, it will

01:09:40.280 --> 01:09:42.840
affect so many things at once.

01:09:42.840 --> 01:09:46.000
This could very well be a testing grounds kind of topic and that would be the way

01:09:46.000 --> 01:09:50.520
to look at it is that this sort of thing is so big that we would roll it at that way

01:09:50.520 --> 01:09:53.360
at least first as we are downloading with it.

01:09:53.360 --> 01:09:57.080
But there are different priorities of stuff that are running in parallel right now so

01:09:57.080 --> 01:09:59.920
that will probably have to come first.

01:09:59.920 --> 01:10:05.880
So we have context on the hit boxes, hit rejection is very bad right now is what they are saying.

01:10:05.880 --> 01:10:09.880
I'll say this, there actually was an issue with hit rejection just a little while ago

01:10:09.880 --> 01:10:13.720
I was talking to our technical director recently but it actually happened fixed.

01:10:13.720 --> 01:10:16.800
So that's the key thing, and there will be more updates in the point test again, because

01:10:16.800 --> 01:10:20.680
it was fixed like relatively recently in the pop-up last few weeks.

01:10:20.680 --> 01:10:25.160
But there was, like you're not hallucinating, it was actually something that was wrong, and

01:10:25.160 --> 01:10:28.120
we noticed it and we were like, what the hell's going on here?

01:10:28.120 --> 01:10:29.560
And then we went in and found it.

01:10:29.560 --> 01:10:31.000
So yeah, go ahead and test it again.

01:10:31.000 --> 01:10:32.400
If you still see issues, let us know.

01:10:32.400 --> 01:10:33.400
Yes, please.

01:10:33.400 --> 01:10:34.400
At least notify us.

01:10:34.400 --> 01:10:39.080
Honestly, I know Josh and I are always listening to what the community is saying.

01:10:39.080 --> 01:10:43.400
When we see these things bubble up, sometimes we have to come in and talk about it.

01:10:43.400 --> 01:10:47.400
We're constantly just kind of validating like, hey, is the game working as intended, right?

01:10:47.400 --> 01:10:51.400
Because we want to feedback on the design, we want feedback on the overall direction,

01:10:51.400 --> 01:10:55.400
and sometimes things like this can kind of get in the way, so we need to address them quickly,

01:10:55.400 --> 01:10:58.400
so we can find out, okay, is the direction actually working?

01:10:58.400 --> 01:11:02.400
So it's funny, because we do like rehearsals a little bit to make sure the tech and everything like that

01:11:02.400 --> 01:11:06.400
for these events, like these checkpoints go well, so just before we were talking about it,

01:11:06.400 --> 01:11:11.400
and I was saying how like whenever we do a feature update or whatever, I go on the servers.

01:11:11.400 --> 01:11:15.560
and then I just talked to people and get their feedback. So when one of you ones first launched

01:11:15.560 --> 01:11:22.000
and I got put in the line with a guy who was absolutely insanely good, he was just destroying

01:11:22.000 --> 01:11:26.160
me but he was being nice about it, which was nice. And I was talking to him and just getting

01:11:26.160 --> 01:11:29.440
his feedback about what do you think of the mode and stuff. He was like, this is

01:11:29.440 --> 01:11:33.640
all I'm playing since it came out. And I was like, oh, that's cool. But I do this

01:11:33.640 --> 01:11:37.120
for everything. So like new protocols up, I'll go in and I'll be there and I'll

01:11:37.120 --> 01:11:40.400
talk to the players who are playing it and stuff like this. Just to get these feedbacks

01:11:40.400 --> 01:11:45.720
and see when a new season launches, the first week I'm on every night and I'm playing and

01:11:45.720 --> 01:11:48.400
I'm checking the comms to see if someone is willing to talk

01:11:48.400 --> 01:11:51.240
What do you think of the season, what do you think of this or whatever

01:11:51.240 --> 01:11:55.940
So now what's going to happen is when you get this random dude asking you about the

01:11:55.940 --> 01:12:00.440
game you're like is that Mills?

01:12:00.440 --> 01:12:03.600
They know your voice very well now so they're probably like I gotta get a voice changer

01:12:03.600 --> 01:12:04.600
or something

01:12:04.600 --> 01:12:11.600
Do you guys plan on returning the old Outbreak event?

01:12:11.600 --> 01:12:29.880
We like reactivating events for multiple reasons, one because they are fan favorites, and they

01:12:29.880 --> 01:12:33.460
They may have collections that people really want as well, like I mean there are collections

01:12:33.460 --> 01:12:36.880
that see this is the annoying thing now I'm going off the rings again

01:12:36.880 --> 01:12:40.560
Even as a dev I don't get access to all the collections like the stuff that I missed as

01:12:40.560 --> 01:12:44.880
a player like so I have to wait for them to come around too so then I can get them

01:12:44.880 --> 01:12:45.880
myself

01:12:45.880 --> 01:12:49.240
So because of like I can't just go in the bag and be like yo hey just unlock those

01:12:49.240 --> 01:12:50.240
for me

01:12:50.240 --> 01:12:54.920
But so I look forward to that as a player whenever we reactivate an event that

01:12:54.920 --> 01:12:58.800
maybe I wasn't there for and that's always nice

01:12:58.800 --> 01:13:03.200
So it is something that we're always looking at, again, from the game view, the players

01:13:03.200 --> 01:13:05.360
enjoy it, they have a good time with it.

01:13:05.360 --> 01:13:08.040
And then there's maintenance, this is a very real development thing.

01:13:08.040 --> 01:13:11.640
This game continues forward every time and those events are kind of locked in a time

01:13:11.640 --> 01:13:12.640
capsule.

01:13:12.640 --> 01:13:17.240
And when we go to reactivate them, baby systems, as we talked about, everything's connected,

01:13:17.240 --> 01:13:20.680
a bunch of systems that were there are now gone or they've been updated to like

01:13:20.680 --> 01:13:24.440
new versions, so now we have to go back and retroactively clean up all this stuff.

01:13:24.440 --> 01:13:28.000
And if you look at Siege where it is now, we have new lighting system, new sound

01:13:28.000 --> 01:13:31.800
system. We have all new materials and stuff like that that are running, so all that work

01:13:31.800 --> 01:13:38.200
has to be usually updated to match it. So the cost of bringing some of this stuff back

01:13:38.200 --> 01:13:42.800
has to be weighed in as far as the engagement of it. Personally, to me, I would love for

01:13:42.800 --> 01:13:46.280
us to have access to, and I've said this before, the access to the history of the

01:13:46.280 --> 01:13:51.680
game so that players can experience it all. So as we get that opportunity, we bring

01:13:51.680 --> 01:13:54.680
things back. In fact, I think we already announced that we're bringing back an

01:13:54.680 --> 01:13:57.800
an old event at Lick Grand Larson later this year.

01:13:57.800 --> 01:13:58.640
Same idea.

01:13:58.640 --> 01:14:01.160
We want to bring these back and kind of have them relived.

01:14:01.160 --> 01:14:05.160
So I'd say never to say never, but it's definitely a cycle.

01:14:05.160 --> 01:14:07.040
And because of the amount of work that goes into it,

01:14:07.040 --> 01:14:09.120
we have to be very strategic about it.

01:14:09.120 --> 01:14:10.520
All right, that makes sense.

01:14:10.520 --> 01:14:12.160
But maybe you'll see it back, right?

01:14:12.160 --> 01:14:14.400
That's the thing.

01:14:14.400 --> 01:14:14.760
Cool.

01:14:14.760 --> 01:14:18.120
So next question, we've got a few more.

01:14:18.120 --> 01:14:19.000
We're running out of time.

01:14:19.000 --> 01:14:21.120
We have time for a couple more questions, guys.

01:14:21.120 --> 01:14:22.760
For the upcoming new scope for defense,

01:14:22.760 --> 01:14:29.760
we see it on attackers as well.

01:14:29.760 --> 01:14:35.220
I think there's a philosophy thing that's talked about here where it's something that

01:14:35.220 --> 01:14:38.020
we're dealing with and we've continued to deal with, where if there's a weapon on both

01:14:38.020 --> 01:14:44.220
sides it causes problems because the motive on both sides is different, like a defender

01:14:44.220 --> 01:14:48.620
can sit there and hold an angle forever whereas an attacker has to move through the kill

01:14:48.620 --> 01:14:53.980
zones because they have to take the ground. So that's always the difficulty there if there's a weapon

01:14:53.980 --> 01:14:57.500
shared on both sides because if you hurt it on this side or change it on this side, you're going to

01:14:57.500 --> 01:15:03.820
affect the other side. When we're talking about attachments, I think that's a very real conversation

01:15:03.820 --> 01:15:07.740
about which attachments will go where. Obviously, the majority of our ACOGs are on attack now.

01:15:07.740 --> 01:15:14.780
I mean, all magnifies on the attack and there's limited on defense. We've already made

01:15:14.780 --> 01:15:18.940
made those decisions at one point and continuing to evolve that and figure out what attachments

01:15:18.940 --> 01:15:22.780
make sense for one side versus the other. I think there is a real chance that you're

01:15:22.780 --> 01:15:27.300
going to see more of that in the future where there is exclusive to one side of the fighter

01:15:27.300 --> 01:15:29.660
versus the other to keep that asymmetrical nature alive.

01:15:29.660 --> 01:15:49.340
Are there plans to nerf Dokeby's weapons or remove some of them?

01:15:49.340 --> 01:15:55.300
The reason I say sort of is because, obviously, DMRs are a hot topic and they have been for

01:15:55.300 --> 01:15:56.300
a while there.

01:15:56.300 --> 01:16:01.580
I think I was on the checkpoint last time saying, oh, we're looking into DMRs.

01:16:01.580 --> 01:16:02.580
That's very much true.

01:16:02.580 --> 01:16:08.060
The true realization here is that our recoil system that we use for our weapons does not

01:16:08.060 --> 01:16:12.660
actually effectively represent that weapon class.

01:16:12.660 --> 01:16:16.980
If you look back ages ago, you'll see these cool depth documents talking about, or docs

01:16:16.980 --> 01:16:20.940
or whatever, talking about how the recoil system works in Siege.

01:16:20.940 --> 01:16:26.320
That system is great for a lot of our weapons, but not for DMRs, so we don't have the flexibility

01:16:26.320 --> 01:16:30.340
we need within that system because just like a remaster, we've gone in and hit every lever

01:16:30.340 --> 01:16:33.820
on it and been like, this is not hitting the mark, it's not working, so we've got

01:16:33.820 --> 01:16:34.820
to rebuild that.

01:16:34.820 --> 01:16:40.140
So DMRs are looking to rebuilding the actual recoil system for them so that we can reinvigorate

01:16:40.140 --> 01:16:41.820
what that weapon class is.

01:16:41.820 --> 01:16:47.300
So that said, that takes time and I mean as we know this is the pain point running, like

01:16:47.300 --> 01:16:49.780
I have Jackson's got the DMR right now.

01:16:49.780 --> 01:16:54.900
So we want to make sure that we can adjust this in the short term while folks are experiencing

01:16:54.900 --> 01:16:55.900
it.

01:16:55.900 --> 01:17:00.580
So in season three, we'll actually be making adjustments to the DMRs on defense in a bigger

01:17:00.580 --> 01:17:01.580
way here.

01:17:01.580 --> 01:17:06.140
So like a couple of things we're adjusting here, but that will be our stand in while

01:17:06.140 --> 01:17:10.460
we rebuild a new recoil system for DMRs as a weapon class.

01:17:10.460 --> 01:17:14.260
So that will take a little bit longer, but that's what we're aiming for right now.

01:17:14.260 --> 01:17:19.580
So yes, this will affect different operators, obviously DMRs in general.

01:17:19.580 --> 01:17:24.300
One more, not related directly, but it was a question that seems interesting because you

01:17:24.300 --> 01:17:26.780
talked about reworking recoil for the DMR.

01:17:26.780 --> 01:17:30.580
Someone's asking about reload animations and saying that sometimes you don't see the

01:17:30.580 --> 01:17:31.980
reload and it's frustrating.

01:17:31.980 --> 01:17:34.260
Is there anything being done to maybe address that?

01:17:34.260 --> 01:17:36.420
What do you mean you don't see the reload?

01:17:36.420 --> 01:17:43.420
saying that the animation isn't playing, I believe that's what they're saying.

01:17:43.420 --> 01:17:48.720
So there are two stages to every reload animation, at least there should be, but maybe it's not

01:17:48.720 --> 01:17:53.740
appearing or not. Basically there's a full reload which obviously the mag is removed completely

01:17:53.740 --> 01:17:58.620
and then replaced and the gun's ready. That's great, if you start the reload and the mag

01:17:58.620 --> 01:18:03.060
is released from the platform and then your animation cancels it, the mag will be gone

01:18:03.060 --> 01:18:06.120
and then you'll get the second half which is the make going back in.

01:18:06.120 --> 01:18:10.560
Both of those sequences should always be there because if there's one thing that has to be

01:18:10.560 --> 01:18:16.180
true in Siege is that it's a reliable, consistent feedback that leads to decision making.

01:18:16.180 --> 01:18:18.180
And if that is not there then that's a problem.

01:18:18.180 --> 01:18:19.980
So it sounds like a bug in a fit.

01:18:19.980 --> 01:18:23.700
If you've got a specific weapon, I don't know who it is, there's the camera there.

01:18:23.700 --> 01:18:28.520
I don't know who it is but if it's a specific weapon please just hit us up, send

01:18:28.520 --> 01:18:30.740
a message in or whatever and we'll take a look at it.

01:18:30.740 --> 01:18:55.740
Give us more details for sure and let us know what you think about the rest of the video.

01:18:55.740 --> 01:18:59.960
was the whole one in the chamber push was when I hear someone reload, I want to know

01:18:59.960 --> 01:19:04.400
that that gun is non-lethal unless there's one in the chamber. But if you know the weapon

01:19:04.400 --> 01:19:07.520
bathroom is like really like you're a real nerd about it, you can tell that one doesn't

01:19:07.520 --> 01:19:10.200
get one in the chamber anyway.

01:19:10.200 --> 01:19:14.640
That's cool. Yeah, but again, let us know, give us more details on issues you're experiencing

01:19:14.640 --> 01:19:17.520
and we can determine if it's just a bug on your side or if it's actually an issue

01:19:17.520 --> 01:19:20.600
that others are experiencing as well. I do have one more question because it seems

01:19:20.600 --> 01:19:25.680
like an interesting one. Will frag cooking come back in some way, shape or form?

01:19:25.680 --> 01:19:39.400
The reason for this is that action and reaction is something that is really important to Siege

01:19:39.400 --> 01:19:44.720
where you need to have different options on what you can do and in any given situation

01:19:44.720 --> 01:19:49.600
and the depth charge kind of thing that we were getting with Cooking of Nades was problematic

01:19:49.600 --> 01:19:51.600
for a lot of reasons

01:19:51.600 --> 01:19:57.960
But that said, we constantly investigate different ways in which we allow you to utilize your

01:19:57.960 --> 01:19:58.960
utility.

01:19:58.960 --> 01:20:03.760
Utilize your utility that fast.

01:20:03.760 --> 01:20:13.440
But the idea of cooking an egg right perfect and then knocking someone out is not a great

01:20:13.440 --> 01:20:14.440
experience there.

01:20:14.440 --> 01:20:20.120
And the reason we went with the way they are now is to force all the other skill sets

01:20:20.120 --> 01:20:21.120
in Siege.

01:20:21.120 --> 01:20:26.400
If I can throw an aid behind a half wall or something like that on the border, I'm going

01:20:26.400 --> 01:20:30.280
to force that flight at that point because you're going to move and you're going to die.

01:20:30.280 --> 01:20:34.480
You may get me in that fight because maybe mechanically you're a better shooter, but

01:20:34.480 --> 01:20:37.480
you're going to have to do it from a point of panic and I'm going to try to put that

01:20:37.480 --> 01:20:42.120
pressure on you or maybe I've got a buddy doing a cross on you or something like this.

01:20:42.120 --> 01:20:45.840
But it sets up for the next step of decision making and we really want to drive towards

01:20:45.840 --> 01:20:46.840
that.

01:20:46.840 --> 01:20:53.480
Thank you. It's not always easy to address those, but it's a really interesting conversation

01:20:53.480 --> 01:20:59.280
about the reaction points and everything that you have to have in Siege. It's a depth of

01:20:59.280 --> 01:21:03.360
the game. There's so much that goes in this engine, so many different mechanics that you

01:21:03.360 --> 01:21:09.320
have to understand and master. I find this with myself, or at least I did for a while

01:21:09.320 --> 01:21:13.160
and I got better about it, but you get analysis for analysis where you're like, well, if

01:21:13.160 --> 01:21:15.640
If I do this and he'll do this and then this will happen, then this will happen and I'm

01:21:15.640 --> 01:21:17.360
like, oh and there's 30 seconds on the clock.

01:21:17.360 --> 01:21:18.360
Cool.

01:21:18.360 --> 01:21:20.920
I'm sorry, there's more stuff.

01:21:20.920 --> 01:21:22.280
Okay, okay.

01:21:22.280 --> 01:21:23.820
Last one for real guys.

01:21:23.820 --> 01:21:25.320
No more after this.

01:21:25.320 --> 01:21:26.320
SMG12.

01:21:26.320 --> 01:21:29.600
Is it going to be a winner of this question?

01:21:29.600 --> 01:21:30.600
We have plans for it.

01:21:30.600 --> 01:21:31.840
So it'll be coming.

01:21:31.840 --> 01:21:32.840
All right.

01:21:32.840 --> 01:21:33.840
There you go.

01:21:33.840 --> 01:21:34.840
You got your answer.

01:21:34.840 --> 01:21:35.840
I hope you guys are all happy enough.

01:21:35.840 --> 01:21:38.280
But seriously, thank you so much for all of the questions, all the comments and everything.

01:21:38.280 --> 01:21:39.280
Keep them coming in.

01:21:39.280 --> 01:21:40.280
Don't just do it on a checkpoint.

01:21:40.280 --> 01:21:41.280
Go on social media.

01:21:41.280 --> 01:21:46.560
Seasonal surveys make sure you submit your feedback there guys because we're watching everything and we always want to hear

01:21:46.560 --> 01:21:49.960
How things are going with you and if you're enjoying the game that's the most important thing

01:21:49.960 --> 01:21:55.580
So that is going to do it for today. Thank you to a Chris Josh behind the scenes. We have our technical team

01:21:55.640 --> 01:21:57.440
We have of course

01:21:57.440 --> 01:22:01.360
Jackson right here who's been showing off his skills think doing a pretty darn good job

01:22:01.360 --> 01:22:04.240
If I do say so myself and yeah, that's going to do it for today guys

01:22:04.240 --> 01:22:08.000
We'll be back at the beginning of August for our next checkpoint focused on player protection

01:22:08.000 --> 01:22:10.600
But for now, we wish you a great afternoon. Thank you

