While Operation Grim Sky is expected to make its public debut next month, we all sat down with Ubisoft community developer on Rainbow Six Siege, Craig Robinson, to discuss its contents, and also what lies ahead for the game.
Matt Brown, Windows Central games editor: Rainbow Six Siege Credits Between back in 2015 and today, what’s changed regarding the Rainbow Six Siege growth process?
Craig Robinson We’ve made a commitment. I believe we talked about it, we have shown that with Operation Health, with the addition of BattlEye at [Operation] Skull Rain, things like that. So players will realize that we’re going to keep on encouraging Rainbow Six Siege for quite some time. 100 operators’ goal is our players point out. We’re supporting Rainbow Six for quite a while.
The grade of the game has improved. Operation Health was a turning point for Rainbow Six Siege and it was a time where we took a step back in the constant tempo of releasing content and required a little time to [form ] the infrastructure and base of this game, so as to make certain it’s a game which could last for a long time to come. And we are still reaping the advantages of Operation Health today the new procedures we implemented on the evolution side. So I think that, together with the fact we are speaking with our players all comes together, and players are trusting us to not bond on Rainbow Six Siege.
The promise of 100 playable Operators is a claim. buy R6 Items Do you really feel as you keep on balancing the roster, as it is going to end up overwhelming? Today, when you introduce a new Operator, you will find balancing changes.
We actually recently created a balancing group, so their focus would be the balancing of Operators. This was sort of created to Lion being released in reaction. It is made up of a game programmer, a information scientist, and a user researcher, and those 3 guys, they work together to identify that operators want some adjustments. Whether they want a buff, a nerf, in which that change has to be executed, to make sure we get the desired result and don’t affect how fun the operator would be to play and that’s their mandate.
So by having a committed staff that ignites both qualitative and quantitative feedback with game design, it allows us to balance our match in a that we are likely to be able to continue doing this , even with 100 operators. We’re at about 42, using Operation Grim Sky, and also our meta is at a location that is great. So I think that right there’s a testament to their commitment and the work that they’ve been doing, to make sure our match stays balanced, but also fun to play.
There was a lot of controversy shrouding Lion and Finka, as a result of their”global” skills that influenced all players concurrently. Is that something you’re still looking into for Operators?
We learn a lot that we release. And it is one of R6 wiki those things where sometimes, we learn things that we’ve completed that are great and we apply those to other Operators. And occasionally we learn things that aren’t really good, and we figure out how to apply those learnings to prospective Operators as well.