So by having a dedicated staff that ignites both qualitative and quantitative feedback with sport design,
Cheap R6 Items
it allows us to balance our match in a that we're going to have the
ability to continue doing itwith 100 operators. We're at about 42, with
Operation Grim Sky, and also our meta is in a location that is pretty
great. I think that right there is a testament to their commitment and
the job they've been doing, to make sure that our game remains balanced,
but also fun to playwith.
There was lots of controversy
shrouding Lion and Finka, as a result of their"global" skills that
affected all players simultaneously. Is that something you're still
looking into for future Operators? Or are you focusing on those scale
abilities?
We learn a lot from all Operators that we release. And
it's one of those things where sometimeswe learn things that we've done
which are excellent and we apply those to other Operators.
[...]
You'll never hear some of our balancing team say,"Oh yeah, we got it
perfect." You'll never hear us say . But we are learning and we are
constantly improving. And having the ability to choose learnings from
things we've done in the past and apply that knowledge to future
Operators is something that all our game designers are really adept at
doing and it is something we are placing a focus on moving forward.
There
was lots of controversy shrouding Lion and Finka, due to their"global"
abilities that affected all players concurrently. Is that something
you're still looking into for Operators? Or are you focusing on these
scale abilities?
We learn a great deal that we discharge. And it
is one of those things where sometimes, we know things that we've
completed that are excellent and we apply those to other Operators. And
occasionally we learn things which aren't really good, and we figure out
how to apply those learnings to future Operators too.
[...] You
will not ever hear some of our balancing team say,"Oh yeah, we got it
perfect." You'll never hear us say that. But we are learning and we are
constantly improving. And being able to choose learnings from things
we've done previously and apply that understanding to future Operators
is something that all our game designers are really adept at doing and
it's something we're putting a focus on moving ahead.
Moving onto your rework
Rainbow Six Siege Credits
of Hereford, and fans to Clubhouse and Consulate. As you are looking
back at your past maps, are there errors or design options that you're
contemplating, seeing how Rainbow Six Siege has evolved?