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You'll never hear us say that from 阿松's blog


[...] 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.

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By 阿松
Added Sep 22 '18

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