[...]
You'll never hear any of our balancing team say,"Oh yeah, we got it all
perfect." You'll never hear us say that. But we're learning and we're
constantly improving. And being able to choose learnings from things we
have done in the past and apply that knowledge to future Operators is
something which all our sport
cheapest Rainbow Six Siege Credits designers are really proficient at doing and it is something we are placing a focus on moving ahead.
Moving
onto your current rework of Hereford, and buffs to Consulate and
Clubhouse. As you're looking back at your past maps, are there any
mistakes or design options that you're contemplating, seeing Rainbow Six
Siege has evolved?
Well, I would call it a mistake. Hereford was
one of the very first maps we ever built, it was the first map we had
our inner competitive games on. So Hereford was built to be performed in
a different game than what we have. And the notion of what we had and
how Rainbow Six Siege will play pre-launch, and then how Rainbow Six is
performed with our players and what they've taught us -- very different
games.
Hence the reworking of Hereford base, it was a really
great opportunity to take this iconic map that had any issues that
prevented it from being competitively viable and giving it a facelift
R6 Items.
But if you are familiar with the old Hereford, and you've played on the
newest Hereford, it is more of a map compared to a facelift. We were
able to take a great deal of what our level design has learned over the
past few years out of our gamers, and apply to Hereford, together with
such as vertical gameplay, and rotations, and roaming and all those
things. So we are able to improve that we did not realize they had to be
improved upon when they were first released.
What were the ideas
behind implementing rain for the Hereford Base rework? With changes to
sound and visibility, how can this affect?
Making sure that our
environments are enticing and exciting for players is critical, and that
drove a lot of the artistic direction to the brand new Hereford Base.
However, you will notice that there's no night time, for Hereford, only a
day map. We recognize that night maps are much less competitively
viable as day maps, so that is why we're leaning towards the day map
assortment for these kinds of maps.
So finally piled up, what
would be the core columns of Rainbow Six Siege development are moving
forward? What's your focus as a team going?
Well, it is a few
different things. Anti-toxicity and anti-cheat attempts are being worked
on by 1 portion of our team, our balancing team is currently working on
ensuring we have steady
R6 wiki,
balanced meta. We have level designers that coming out and are perhaps
tweaking maps. Focusing on the player experience is something that we
really working towards, and making certain every time someone logs into
Rainbow Six, they've a fantastic experience.
The Wall