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Rainbow Six Siege [PC]


SlackulatoR

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Συχνή συμμετοχή στο θέμα

βγαίνει patch σε λίγες μέρες, το φτιάχνει.

θα περιμένω..και τα xmas έρχονται..οι τιμές θα πέσουν..

οι πόρτες θα ανοίξουν να με δεχτούν;

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**Μεταφρασμένο απο google**

 

Το πρώτο μεγάλο patch είναι προγραμματισμένο για αύριο!!!

 

Nearly two weeks after its launch with its share of more or less disabling bugs, Ubisoft reveals the contributions of his first big patch for Tom Clancy's Rainbow Six Siege.

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Before getting into the nitty-gritty details about the said patch, start with the date of deployment, this one is set for December 12. The list of corrections was put online in the form of an interview conducted by a team of developers who responded to questions from fréquemments players.

Replication Bugs movements and killcam

  • There was a delay between the action of a player, the collection server and another player seeing the same action, this due to a bug. This impactait more players equipped with a shield of this delay were not protected effectively.
  • During a descent / ascent rappelling, some corners of the shield were not reproduced as it should surprotégeait which the player. Always recall, the server does not always recorded the shooting of the player.
  • The killcam not always showed the action optimally. This has been improved but will require further additions in a future patch.

Gameplay and Environment

  • An anti-cheat system is in development but will not be fully effective deployment of the patch.
  • The teams analyze data on players decimating their team and friendly fire to find a solution.
  • The blood that might appear orange was due to a bug, a fix will be provided at this level.

Other information for future patch

  • The university Barlett will be available for all game modes and not just the Location Mode or Terrorist Hunt.
  • No new Location provided.
  • The change of equipment for an operator between two rounds is planned.
  • The Spectator Mode is scheduled for early 2016.
  • A tool similar to Clan tags is planned.
  • The teams are considering the possibility of adding new weapons.

Of course they are aware of server problem, kicker, ping etc ... and continue to work on tweaks to raliser. This is a brief preview of what has been announced but you can find the full interview (in English) here. Note that a patch per month is expected to meet the players.

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RANKED MATCHMAKING FAQ - http://forums.ubi.com/showthread.php/1352317-Ranked-Matchmaking-FAQ?p=11217465#post11217465

 

 


What is the difference between Ranked and Casual?

Ranked play is a system that evaluates and determines rank based on player skill, and matches up players and teams of similar levels. The HUD is more limited than in casual, and you will be choosing spawn and objective locations as part of your gameplay strategy. 

Casual is a great place to practice against a wider variety of skill levels with no pressure, but every single game counts in Ranked. 

Do casual games affect my ranking?

No, and they never will.

We do measure players' skill in casual, but that skill rating is hidden, only ever used for matchmaking purposes, and is completely separate from your ranked records. Casual is for playing and experimenting without pressure.

How does the ranking system work?

The Rainbow Six Siege skill rating system is based on the Trueskill algorithm. It's an evolution of the ELO/Glicko rating systems that works better for multiplayer games (ELO and Glicko are designed for 1v1 games like chess).

Your skill rank is initially computed after 5 placement games, from your skill rating value (for math geeks, the mu variable). Following that, it's updated after each Ranked game you play.

Your skill rank is specific to the region you're playing in (Europe, North America, Asia, etc.). Players from different regions almost never play against each other, and since skill isn't an absolute measure but a relative one (it doesn't tell precisely how good you are -- only whether or not you're better than another player), ranks can't be directly compared across regions (RTS and MOBA players call that the "Korean bronze" effect).

This means that if you move halfway across the world, you will have to go through your placement games again and find out how good you are compared to other players in your new region.

What are the ranks I can achieve?

There are currently 20 ranked levels to work through. Copper, Bronze, Silver and Gold ranks I-IV, Platinum ranks I-III, and Diamond.

Why do I get matched up against players with higher or lower skill levels? 

Our Ranked matchmaking tries to match you with people of roughly similar skill. Currently, our matchmaking system casts a wide net, so you may end up matched up with players ranked above or below you. We programmed it this way as one of several measures we took to improve matchmaking times after the results we saw in the Closed Beta. As the playerbase continues to grow and more people are competing in Ranked games, we will make the matchmaking criteria in Ranked stricter.

What makes my rank change? What parameters are taken into account?

Exactly two things:
 

  • The relative skill levels of the players/teams in the game.
  • Whether or not your team won the game.

KDA doesn't matter. Your score doesn't matter. Rainbow Six is a team-based game and as such, the only thing that accurately determines whether you're a good R6S player is your ability to make your team win games.

In addition, if there's a large skill difference between the two teams and the outcome of the game is what the system expects, the skill adjustment after the game will be minimal (if a bronze team loses to a gold team, it's unsurprising and the skill levels won't change much -- now if the bronze team wins, that's a whole different story).

There is, however, one exception to all that: if you abandon a ranked game (whether it's by ragequitting, AFKing or getting votekicked out), it's always counted as a loss for you, even if your team wins.

“When the game server crashes or you experience other disconnects while playing Ranked, the intention is that you will not ever suffer a penalty or lose rank. We’re aware of bugs that are still causing issues for some players and are working to fix this in a future update.”

What's in development?

In addition to the matchmaking updated mentioned above (which should result in more evenly-matched games and a better play experience for all players) and the standard fare of bugfixes, we're closely monitoring what happens in the game and are working on the following:
 

  • Try to matchmake premade groups against premade groups: our system already considers premades stronger than their individual players solo queuing, but ideally we'd like to have the same number of premades on each side of a game. A 5-man premade has an overwhelming communications advantage against 5 randoms, and instead of modeling that as a numeric skill boost, we'd rather have them play against another 5-man premade with comms.
  • Reduce dynamics in unbalanced matches: going up against the expectations of the system (e.g. a bronze team wins against a platinum team) results in large rank updates for all the players involved. We're tweaking values to smooth out the curve. Ideally we'd want a game to never have you win or lose more than 1 rank, except in truly exceptional circumstances.
  • Size of divisions: right now it's relatively easy to move through the middle divisions, and a lot more difficult to reach the extreme ends of the spectrum. We're looking to balance this out a little further.

 

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Μολις τωρα το διαβαζα

 

Εξακολουθω να μην καταλαβαινω ποσες νικες θελει για να ανεβεις rank

O Truetalent με 150-13 ηταν Gold 4 για πανω απο 3 μερες

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