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Rainbow Six: Siege |OT| Idris Elba sold separately

deoee

Member
How so?
I have only ever seen problems when a not full party is trying to match.

Playing solo or in a full party always seem to be smooth as butter.

With 4 people you seem to not find opposing teams that quick. I don't know why but it sometimes takes 5 minutes for someone to join and find a team.
 

diablos991

Can’t stump the diablos
With 4 people you seem to not find opposing teams that quick. I don't know why but it sometimes takes 5 minutes for someone to join and find a team.

Just have all 4 spam party invites until that last slot fills up. Shouldn't take too long.
 
Lately I've been thinking about making an "underappreciated game of the year" or something like that for Siege, but I felt it's too early. Still, I really appreciate that articles like this are coming out.

It's all unfortunate for gamers like myself who enjoy teamwork-oriented games. Rainbow Six Siege is the epitome of a tactical shooter, prioritizing player position, timing, communication, and equipment usage over gunplay. The first-person shooter aspect of the game is only a minor portion of the entire experience.

Meanwhile, derivative shooters like Call of Duty: Black Ops 3 and Star Wars: Battlefront sell millions of units without batting an eye. It's no wonder publishers are taking less risk than ever, and gamers are seeing the same, retreaded experiences pushed onto store shelves time and time again.
 
Netcode answer on the AMA. Way more information than I expected. They seem to be listening to feedback.

Hello everyone. We have indeed heard your concerns for hit detection within the game and we want to address it.
We already knew we had improvements that could be made, but after further investigation, we can share that the problem you experience is based off multiple issues that we will be working on. Some of them can be addressed with quick fixes, while others require development time.
BUGS ON REPLICATION AND KILLCAM Let’s start by talking about quick fixes. We have a few bugs that we managed to get out of the way and that will be fixed for our next title update in mid-December: - Fixed: Pawn rotation latency: the difference between a player’s action, the server’s perception and another player seeing said action had an extra delay due to a bug. This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug. - Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield wielding player to be overprotected in certain cases. This caused hit detection issues for the player shooting at the shield wielding player. - Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server. - Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions. The point of view seen after death was not the exact point of view of the killer. Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually weren’t being seen from the killer’s perspective. This has been improved for the next title update, but we still need additional work on this. It is still considered under development. SERVER TICK RATE We are currently investigating having a higher tick rate, which would improve positioning and shooting replication. The current servers run at a tick rate of 64, but the position of players is updated 30 times per second. We have plans to address this very soon and are currently running tests in which we have a position update rate of 60. If the results are satisfying, we will be deploying this in a future update as soon as possible.
CONNECTION TO WRONG DATA CENTER Another issue we will be working on is that right now, some players connect to the wrong data centers. If you are not connected to the nearest data center, your gameplay experience will likely not be ideal. We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.
GENERAL ISSUES WE ARE AWARE OF Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes. This affects replication quality for the other players within that person’s match.
We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.
 
Good to hear they have acknowledged some of the main issues. Hopefully someone asks them about whether they will work on 60 fps for terrorisr hunt

btw i sent out psn friend reqs to everyone on the google doc from east or central us and canada. Feel free to msg me whenever u need someone else reliable to play terrorist hunt or pvp with
 
The thread about PAL sales is a bit disappointing, hopefully word of mouth does Ubisoft some good. It would be a shame to see this game not get the attention it deserves due to a heavy December line up mixed with possibly 'Ubisoft fatigue' (if that's even a thing).
 
Not discounting that the game has some wonky netcode and hit detection issues, have you spent some renown on basic weapons modifications?

I found that getting some kills and generally coming out favorable in firefights became so much easier after some red-dot and recoil dampening attachments.

Not much, but enough. I'll have to look into the compensator attachments.
 
Also, it's a TINY detail but much appreciated: thank you, Ubi, for actually giving numeric values for weapon properties, as opposed to fucking bars.

And an in-game recoil chart/map? Almost unheard of, but thank you.
 
N

Noray

Unconfirmed Member
Do you guys know when the beta ends?

i-is this a bad attempt at a drive-by? I'm legit not sure because this game works genuinely well for the most part ime.

I will say I think I've had way more people quit during ranked matches than I'd have expected, with the penalty in place. A lot of the time the losing team will whittle down to 3-4 players, which makes me feel really bad for them. They should be allowed to quit without penalty after whoever leaves first imo.
 

orhnsnmz

Member
It's amusing to watch the E3 2014 "gameplay" (it's totally scripted, in the theatrical sense at least) and compare it to the actual game that finally shipped:

https://www.youtube.com/watch?v=6wlvYh0h63k

A lot of gameplay changes (interaction with the hostage, dropping off of a helicopter), but also lots of graphics and animation changes as well (totally different lighting engine?).
 
N

Noray

Unconfirmed Member
It's amusing to watch the E3 2014 "gameplay" (it's totally scripted, in the theatrical sense at least) and compare it to the actual game that finally shipped:

https://www.youtube.com/watch?v=6wlvYh0h63k

A lot of gameplay changes (interaction with the hostage, dropping off of a helicopter), but also lots of graphics and animation changes as well (totally different lighting engine?).

I assume they changed the lighting engine from this bloomy, soft-focus mess so you could actually see a damn thing.

Other than that, the super-scripted nature of the demo and the hostage interaction it's pretty close though.
 
It's amusing to watch the E3 2014 "gameplay" (it's totally scripted, in the theatrical sense at least) and compare it to the actual game that finally shipped:

https://www.youtube.com/watch?v=6wlvYh0h63k

A lot of gameplay changes (interaction with the hostage, dropping off of a helicopter), but also lots of graphics and animation changes as well (totally different lighting engine?).

"Watch out for Havok, he's still out there."

Lol, so cheesy. I wish they still had the chopper deployment though.
 
I assume they changed the lighting engine from this bloomy, soft-focus mess so you could actually see a damn thing.

Other than that, the super-scripted nature of the demo and the hostage interaction it's pretty close though.

Would be great if you could move the hostage as OPFOR.
 
N

Noray

Unconfirmed Member
I was thinking about this, and I concluded that while cool, it would be a real pain as defenders would just use them as human shields so the attackers would shoot them and throw the match.

Yeah I think it would lead to waaaay too much opportunities for cheese. I imagine they played around with that idea based on this trailer and wisely concluded it was a bad idea.
 

diablos991

Can’t stump the diablos
Watching Lirik's stream on Twitch.

He is playing a 4-4 ranked match and commented "this game is really f****** fun!". Looks like he is seeing the light. Hope his stream brings more people to do the same.
 

TheBear

Member
I assume they changed the lighting engine from this bloomy, soft-focus mess so you could actually see a damn thing.

Other than that, the super-scripted nature of the demo and the hostage interaction it's pretty close though.

Is it possible to jump and time the breach to burst in like that??
 

TheBear

Member
Is there any major differences between the red dot, reflex and holo sights?
Reflex or Holo seems like better value as you can pair it with a grip for the same price as a red dot.
Is ADS any different between the 3?
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Is there any major differences between the red dot, reflex and holo sights?
Reflex or Holo seems like better value as you can pair it with a grip for the same price as a red dot.
Is ADS any different between the 3?
I choose the lowest magnification and the design that least obstructs my view. Some of them, like holo and rds, are too chunky and get in the way when ads'ing around corners. I use reflex exclusively for that reason. Some operators actually have different models of those sights, that are far superior. Fuze or Glaz for example have a reflex with an incredibly thin frame... wish I could equip that on all guns. Even their rds is better.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Can you separately adjust the ADS sensitivity like in BF4?

I believe so, yes. And I highly recommend turning right stick deadzone all the way down. Iirc 5 is as low as it goes. Makes a big difference.
 
I was wrong, this game isn't going to die because of little content, it's going to die because of these f****** servers.

I've been kicked out of three games in a row now.
 

Animator

Member
PC players.

I made a discord server for voice chat and created a bunch of rooms in there. It would be great if everyone used it for voice chat so we can easily organize groups and see who is playing and in need of a team. It is way easier to organize there than trying to organize by posting here or sending messages on uplay/steam.

It doesn't require a separate installation and runs in the browser, just bookmark it and you are good to go.

Use this link to join:

https://discord.gg/0g3xFvOWXdijijG9


If link is expired let me know and I will post another.
 
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