Investigations are ongoing for the crashes related to audio issues on Xbox and it’s suspected to be related to sound data corruption.
Today’s patch aims to help limit the number of crashes related to these issues and will allow the team to collect data from active cases to help further investigations.
A new icon (see below) has been introduced and will appear in-game when a related audio issue is identified on your end.
If you see this audio icon, rebooting the console at your earliest convenience should help avoid the issue and minimize the chance of crashing.
The team will continue to share progress updates via the Siege Twitter account as a more extensive fix for this issue is worked on.
Muzzle Brake attachment can be equipped on the MK14.
Reduced damage to 25 (from 35).
Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
ELA & ZOFIA
Concussion effect of Grzmot Mine and KS79 no longer affects movement speed.
FIXED – Camera goes out of bounds for an Attacker that’s watching a death replay when the end of round replay begins. FIXED – Bulletproof cam remains visually present when the deploy animation is interrupted. FIXED – Fuze’s Cluster charge cannot be deployed on Mira’s Black Mirror. FIXED – Razorbloom and Grzmot mine can be activated through a soft wall if the wall is shot with a small caliber weapon. FIXED – Ping doesn’t function when looking at a lower angle with Twitch’s Shock Drone.
FIXED – Destruction, clipping, and lighting issues on various maps. FIXED – LOD issues on various maps. FIXED – Some devices can be hidden behind the bookshelf in 2F CEO Office on Bank map.
FIXED – While using a controller, player cannot lean and hold Ying’s Candela at the same time. FIXED – Animation is missing for the Victory Celebration of Ash’s Black Viper elite.
FIXED – Crash occurs when players shoot a certain locations on some maps. FIXED – Various UI issues. FIXED – Various BattlePass issues. FIXED – Various shop issues. FIXED – The game soft locks when changing the mouse sensibility while eliminated. FIXED – Various audio and SFX issues. FIXED – Various localization issues. FIXED – Various customization issues. FIXED – Players is removed for inactivity on Xbox after disconnecting and reconnecting a controller during a match. FIXED – Missing text on 3D preview in Packs after previewing items from different categories. FIXED – Player gets redirected to the home screen after interrupting a Pack opening by pressing ESC. FIXED – Compass Location and Orientation doesn’t update for a caster when switching from one player in first person to another in third person. FIXED – Various HUD issues.
This year’s Call of Duty could be coming as early as October, as claimed by journalist Tom Henderson, who has built a reputable history of leaking information surrounding Call of Duty and other major franchises.
Henderson also added that the early launch of Call of Duty 2022 would bring a “big” update to Call of Duty: Warzone shortly after. However, this Warzone report seems to follow suit with past titles, as Raven Software integrated both 2020’s Black Ops Cold War and 2021’s Vanguard into Warzone within a month or two of each game’s release.
As expected, it’s looking like this year’s Call of Duty title, Modern Warfare II (2022), will be revealed in the summer. Hearing rumblings that the title could release in October due to Vanguard’s poor sales performance, with a “big” Warzone update coming soon after. pic.twitter.com/3x8Qw2Eryp
With these claims, Henderson also says that the Modern Warfare sequel is currently scheduled to be revealed over the summer. This wouldn’t be too surprising either as the timeframe falls in line with past reveals, as Black Ops Cold War and Vanguard both had August reveal dates.
Other rumored details regarding Call of Duty 2022 include a story focusing on Colombian drug cartels, a “moral compass” system, and a Warzone map that includes the classic locations of Afghan, Quarry, Terminal, and Trailer Park from 2009’s Modern Warfare 2.
“Our teams are hard at work addressing the issues that are being experienced across Vanguard, Warzone, and Modern Warfare. Updates are being deployed as quickly as possible. We want everyone to have a seamless experience, no matter which games, game mode, or platform you play on,” Activision said.
The company said player feedback is “critical” to the development process, and the company told fans to keep an eye out for upcoming changes.
For Warzone Pacific, Activision said it has a number of known issues it’s investigating right now, including console performance across Xbox and PlayStation, as well as a bug causing some skins to appear as invisible. Developer Raven Software is also tracking an issue with freezes pertaining to Buy Stations.
For Vanguard, Sledgehammer said it will make further changes to weapons and equipment, while it will fix issues related to the Attack Dogs killstreak, as well as problems related to challenges. Sledgehammer added that it is working on fixes for party-disconnect issues with matchmaking and is looking to improve the diversity of map rotation. For Zombies, the long-awaited addition of a pause option is coming.
In this latest edition of Designer’s Notes, we’ll go into more detail about the balancing changes that’ll come with High Calibre’s mid-season update and give you an insight into the reasons behind these changes.
For more information on all the updates, changes and content that was released with High Calibre, check out the seasonal patch notes here[rainbow6.com].
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
A NOTE ON SIX INVITATIONAL 2022
You may notice that this update’s Designer’s Notes are shorter than usual. With Six Invitational 2022 coming up quickly, we want to be careful about making changes that could cause major shifts in the meta so close to the event. We think balance is in a good place right now and want to take this moment to observe how it sits with our Pro scene, and use that intel to help guide future changes.
In the meantime, we’ve made some adjustments we’ve had in mind for quite some time and have plans in place for post-SI22 balancing changes that we can’t wait to share soon!
Added Muzzle Break to Mk 14.
Population targeted by this change: Casual and Top Ranked. More choice is typically a good thing, so we regularly evaluate which weapon attachments different operators have access to and make adjustments as needed. One case that stood out to us was Aruni and her Mk 14 EBR, since hers only had one barrel attachment compared to its other owner, Dokkaebi, who has three. This is because prior to Aruni’s release, there were concerns that a DMR with recoil stabilization would be too strong for a Defender. After watching her performance on Live and comparing the Mk 14 to the P10-Roni (which out-paces it), we made the decision to give her more options and add the Muzzle Brake to her kit.
While we feel she’s in a largely solid place, she could still benefit from a slight buff. This added attachment choice will help tame the initial kick of her shots, giving her a little nudge in fragging potential, while creating more consistency between our two Mk 14 users. Given its usefulness for newer players who are learning Siege and could use the recoil reduction, we have also made this the default barrel attachment on the Mk 14.
Reduced damage to 25 (from 35).
Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
Population targeted by this change: Casual and Top Ranked.
It’s little surprise that 3-speed operators with shotguns can be a force to be reckoned with in the right hands, but we’ve found that this is even more true on console with players using controllers. Between its power, Ela’s speed, and a forgiving spread, the FO-12 can be a frustrating weapon to come up against on console, so we’ve tweaked its damage values on all platforms. We expect it will still be powerful in up-close scenarios as intended, but will be less oppressive and dominant in console settings.
In addition to this, we also reduced the damage modifier of the FO-12’s Extended Barrel attachment to make it consistent with all other weapons in the game. While this is a slight nerf to where Ela currently is, it should be barely noticeable. Why make this change then? Similar to the change to damage drop-off and Silencers in Y6S3[rainbow6.com], we want attachments to behave consistently between guns, so this change will bring the FO-12’s Extended Barrel in line with other weapons.
ELA + ZOFIA
Removed movement speed reduction when affected by concussion effect of Grzmot Mine and KS79.
Population targeted by this change: Casual and Top Ranked.
We’ve talked before about how some gameplay mechanics create more frustrating than they need to. It factored into the decision to reduce the effect of screen shakes[rainbow6.com] and plays a similar role here. Slowing players’ movement when they’ve been hit with Ela’s Grzmot Mine or Zofia’s KS79 often feels like a rolling snowball as players receive multiple inconveniences all at once. This can feel like you’re left as a sitting duck.
To limit this frustration and give affected players a fighting chance to react, we’ve made the decision to remove the speed reduction associated with their concussion effects. Of course, they will still retain all their other effects which we feel will continue to be valuable in trapping scenarios, especially their ability to interrupt actions. While we know this will sting for Ela and Zofia mains, we don’t expect it to be as significant of a change as it might feel at first glance, especially given both of them have a slightly above average win delta.
Try out the latest Siege updates on the Test Server and don’t hesitate to report any bugs or issues you encounter on the new and improved R6Fix[r6fix.ubi.com].
Year 7 is right around the corner, and we have many exciting things to share with you over the coming months. We also want to keep the community informed about some updates to the core team.
Read on for some words prepared by our Creative Director, Leroy Athanassoff, as he welcomes a new but familiar face into the role.
Hi Siege players and community,
I wanted to let you know that due to personal reasons, I will be leaving my role of Creative Director on Siege to pursue other opportunities at Ubisoft. This isn’t a decision I make lightly – I love this game and this community, and I’m so proud of everything our team has accomplished together over the last two years – but I’m confident that it’s the right one, and the team has given me their full support. Don’t worry, I won’t be going too far, and I have a feeling that my journey with this incredible game is far from over.
I also have the pleasure of announcing that my friend and colleague Alexander Karpazis will now take over as Creative Director! Having worked with him for four years, I can attest to not only his skill and talent, but also to his passion for Siege. I’ve seen firsthand the dedication he’s brought to creating fun, engaging features that fans love. I have no doubt that he will continue to build on this amazing game and offer even more content and innovation to Siege players. I’ll let Alex introduce himself to you below.
I want to thank Alex, the entire Siege team, and you – our amazing community – for an unforgettable experience. I can’t wait to see where Siege goes next!
My journey with Siege started all the way back when the project was in its Alpha. I joined some friends and competed in Siege’s first internal tournament where we made it to the finals. Even in the early stages of the game I knew there was something special about Siege, but at the time I had no idea how profound of an impact it would have on my life. Fast-forward to the present: I’ve spent the last four years working with an incredible team of people, on one of the most successful competitive shooters in the world. The next step of that journey starts today, and I couldn’t be more excited about the future of Siege.
I’m truly thankful for Leroy’s mentorship over the years. He’s taught me what exemplary leadership, creativity, and passion look like in the position of Creative Director. Leroy’s hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege’s history. I’m extremely humbled by the team’s trust in me, and I hope to earn the trust of the community in my new role as well.
Here’s to an incredible year of Siege to come, and many more to follow.
Tactical shooter Ready or Not, which sees players commanding a S.W.A.T. team to defuse hostile situations and rescue hostages, will no longer be published by Team17.
While no specific reason was given by the publisher, many are pointing to the fact that a Ready or Not developer from Void Interactive recently made a (since-removed) comment on Reddit to say, “You better believe it’s gonna,” when asked if the game would receive a mission set during a school shooting. While there isn’t currently a mission set in a school in the game, Ready or Not’s cinematic reveal trailer does include a brief glimpse at what looks to be a school setting.
Team17 has not elaborated on the reason for ending the partnership, telling Kotaku in a statement that the agreement to no longer publish the game was mutual, that it wishes Void Interactive the best, and that it has no further comment at the moment.
Void Interactive’s statement also doesn’t mention a reason for the breakup, only stating that the decision was mutual.
“Void Interactive and Team17 have mutually agreed that Team17 will no longer publish Ready or Not,” a tweet from Void Interactive reads. ” We are confident that this is the right path for the future of Ready or Not, and we thank Team17 for their partnership and wish them great success with their spectrum of games.”
In a follow-up tweet, Void Interactive stated that it is still dedicated to supporting Ready or Not and will be taking into account player feedback as it looks to roll out frequent updates to the game in the coming weeks and months. The developer also promised improvements to AI behaviors, adding more voiceovers, mod support, and new levels. It’s currently unclear if those new levels would include a school shooting mission. Ready or Not recently entered Early Access on Steam and currently has “Overwhelmingly Positive” reviews.
Welcome to the first ever Rainbow International Snowball Fight!
We’ve got some tight competition on our teams, with only the best from each nation selected to participate. The Blue Blades and The Orange Blizzards have been gearing up all season for this wintry match. Two teams of elite players with unique skills going head-to-head, who will come out on top and who will get a face full of snow?
This is going to be one serious game ladies and gentlemen. Watch out for those snowballs, but don’t forget to have fun. Welcome to Snow Brawl!
For three weeks starting December 14th, enter the Snow Brawl!
Anti-Cheat can be a difficult topic to discuss, from its deeply technical nature to the necessity of keeping initiatives secret to protect against dubious folks exploiting them. Even so, it’s something we know you’re keen to better understand.
Below, we’ve put together a primer on the many facets of Anti-Cheat. We want this to stand as a reference into what we do – from the way we talk about cheaters, to statistics behind cheating on Siege, to the actions we focus on each day, all the way through to some plans we have for the future.
It’s quite long, as we want to establish a better understanding of what we do before coming to you with more regular, more focused updates on social in the coming weeks and months – this is something we can improve and we’re committing to. For the abbreviated version of this blog post, check out the thread we’ve just posted on Twitter!
Now, before we dive into a breakdown of what we do daily to combat cheaters in Siege, we wanted to share some background on the cheating ecosystem.
DEFINING KEY ACTORS IN THE CHEATING ECOSYSTEM
Blatant Cheaters Whether they show no regard for gravity (fly, teleport) or spin out of control to get rid of their opponents, these are the obvious cheaters – the ones who have the highest visible impact on the community.
Covert Cheaters These are the cheaters who try to pass their cheats off as their own skill. While they might not cheat all the time and are rarely obvious about it, their goal is to appear better than they really are and create noticeable disruption in the community.
Overperforming Players Overperforming players can be cheaters, but they might also be smurf accounts playing at lower ranks, players who are highly skilled, or mouse and keyboard players on consoles. Even though all of these can create frustration in their own ways, identifying which are truly cheaters is complex and a key part of our job.
Boosted Players These are the players who play with, or take advantage of, overperforming players or cheaters to gain faster access to higher ranks. They can easily be perceived as cheaters themselves as they have an unfair advantage against other players.
Account Stealers While not literal hackers, this is the name we use to talk about those who steal other players’ accounts and resell them. They contribute to cheaters’ ease of access to new accounts and re-entry into the overall Siege ecosystem.
Cheat Makers They create the cheats we see in Siege and can range from one person to a dedicated team. They are the brains behind the cheats. For them, creating cheats and profiting from them is a job. They empower others to negatively impact the game.
Cheat Resellers They package the cheats created by cheat makers, selling cheats, and hiding already-detected cheats behind new securities. They are part of organizations that cater to cheaters and profit from the whole market.
This ecosystem exists because there is money to be made on Siege and will, unfortunately, exist for as long as they can profit from it, which is why disrupting their money flow will always be one of our primary jobs.
WHY DO CHEATERS CHOOSE SIEGE?
It’s likely no secret for anyone who actively plays multiplayer shooters, but cheaters are an unfortunate inevitability. What is it that attracts them to a game like Siege, though?
We are a competitive game with a solid player base. This equates to money in the eyes of cheat makers and resellers.
We are part of the esports scene. And with more attention on the highest level of play comes an increased market for getting players up to that level.
Players are always looking for an edge. As long as there’s incentive for players to perform at a high level, there will be an aftermarket to support easy enhancement.
As you can guess, this ties into one of the biggest problems with cheating – it’s widespread and an industry-wide issue. Wherever there’s money to be made, cheating will continue to exist as a prolonged, resources-based fight.
But it’s one we’re committed to fighting with and for you.
A LOOK AT THE DATA BEHIND CHEATING IN SIEGE
Now that we’ve talked through some of the cheating basics, we wanted to share some raw cheating data. There’s no better way to understand the scale of cheating than to see it in hard numbers. Before we go into detail with our numbers, it’s important to note that we cannot compare our numbers to other games. A one-to-one comparison isn’t possible when different games have different player bases.
What we can do is look at the context of cheating in Siege and use that as a way to talk about the future.
Total Cheating Bans
This graph groups BattlEye’s bans and our own sanctions based on data. Here are some takeaways:
The two visible spikes from 2020 correspond with the initial phase of the pandemic back in April 2020 and the end of that school year respectively.
On average, we ban over 10,000 players for cheating each month.
We’ve banned over 100,000 cheaters since January 2021.
Ban numbers are only one indicator of the actual issue, but they tie into the extremely visual nature cheating, so we think it’s important to see the scale of this up-close.
We keep a close eye on new cheats and plan to focus more time and energy into threat intelligence – working with others in the space to expand our knowledge of emerging cheats so we can deal with them before they reach you in-game.
BattlEye and Data Bans
This graph gives more visibility into how sanctions are split between BattlEye and our data-based sanctions. Here are some things to note:
About 11% of our total cheating bans are bans based on data.
The point of data-based detections is to work in parallel with BattlEye and act as redundancy to ensure together, we catch as many cheaters as possible.
We can see a small increase in sanctions year over year. As our detections have improved, so has our ability to catch more cheaters.
We are currently working on improving our data detection models and will continue our close collaboration with BattlEye to improve our identification of cheaters. More on this a little later.
Knowing what we do about the scale of cheating in multiplayer gaming, how do you go about dealing with this rampant issue? Below, we’ve broken out the many roles we play in this fight while also outlining the collaborative nature of Anti-Cheat as we work closely with other teams at Ubisoft.
WHAT DOES THE ANTI-CHEAT TEAM DO?
Cheat Detection and Validations Put simply, detection and validation are the act of identifying cheats and making sure the offending players are actually cheating. Since the cheating industry is so large and so many different types of cheats exist, a single Anti-Cheat solution is often not enough. This is where our close third-party partnership with BattlEye comes in. They tap into a robust, ever-evolving cheating knowledge base to detect cheaters at a large scale, casting an incredibly wide net to effectively catch blatant cheaters and many covert cheaters that fit the parameters within their system. Of course, some cheats are more elusive than others. Where possible, we try help BattlEye expand their detections to account for emerging issues. We then act as a second layer of cheat security. Using data we collect from the game and monitoring reports and conversation from the community, we’ve developed our own detection methods to catch cheaters who may not immediately be caught by BattlEye’s net. These range from data bans to the recent detections we put in place to catch idle botters – basically, we strive to catch the outliers who think they can get around the system. This is also one of the most ever-evolving aspects of our job, so keep reading for an update on what we’ve been doing to address your feedback on data detections in Siege.
Sanction Cheaters Once a cheater has been detected and confirmed, it comes time for sanctioning – the ol’ ban hammer. Sanctions are a significant part of what we manage each day. While most of our sanctions are triggered automatically after detection, like BattlEye bans and data bans, we also manually investigate and act on reports and issues. These investigations help us identify outliers and deal with them quickly, often while we figure out how to improve or create detections for these cases. Take the idle botters mentioned above for example. When it was discovered that hardware could be used to circumvent our AFK detections, we had to hustle to find a solution. Our first course of action was to sanction the early offenders while we worked on an automatic detection system which came shortly after. Next, we plan on automating the sanctions for these early next year. Like with detections, there isn’t a simple one-size-fits all solution to sanctioning cheaters, so we try to be as adaptive as possible. Over the past two years in particular, we’ve added DDOS bans, data bans, and botting bans to this roster of sanction types, and continue to work on more. We then issue ban waves and monitor for mentions of false positives to make sure we keep these detections up to date.
Protect the Game’s Code It’s no secret that Rainbow Six Siege is a mature game that shipped 6 years ago. This means that a lot of our code is just as old. Understanding that the code’s age, how it validates data, and the risk of updates introducing new vulnerabilities are all very real hurdles, we’ve worked hard to make our builds even more secure over time. Put simply, a more secure build is harder to develop cheats for, which slows down the progress of cheat makers and providers. Below, we’ve broken out three ways we’ve increased code-level protections for Siege to help stem the flow of cheaters:
Encryption This is about hiding parts of our code from cheat makers – scrambling the data, if you will. We know they can crack it eventually, but we continue to add a layer of work every time we push a new game update to further slow them down.
Refactoring Refactoring parts of our code (updating it) allows us to remove vulnerabilities, add detections, and improve the overall security of the game. These take time because of the impact refactors can have on devs who are actively working on new content that may interact with this code but continue to be something we hammer away at in the background.
Server-Side Validations This refers to how we validate information we receive from the player’s game client. In the past, multiple player actions were validated only on their own PC. They could “tell” the game that they were supposed to “fly” and the game would allow that. Since then, we’ve added multiple validations that make cheats like this impossible to do, limiting access to this particular vulnerability.
Invest in Threat Intelligence Threat intelligence is all about knowing more. What cheats are out there? How much do they cost? How do cheaters get them and from who? It’s one thing to be able to act on what we already know, but it’s another to look to the future and anticipate what’s coming. We know that the future of Anti-Cheat lies in data and intelligence and are allocating more resources to deal with these subjects as we look into incorporating machine learning and collaborating with others. We’ve already kicked off a close collaboration with another company on this subject and are looking to expand. We believe that the more we know, the better we’ll become at managing and staying on top of the ever-evolving cheating ecosystem, which of course translates to stronger Anti-Cheat actions.
Deal With Live Fires Drawing a little from each of the above topics, we work closely with the Game Operation and Community teams to ensure we’re fully aware of what the players are experiencing in Siege. When a new major cheat is reported, it gets flagged and routed through our team:
We start by discussing the obvious “how are they doing that?” question.
We check if any new update could have introduced a vulnerability or if it is something we might have missed.
Once we know where to look, we see how and if we can fix the issue by adding validation (your game passing a check to say “I’m not cheating”) or protections.
We make sure our fix or validation makes it live as fast as possible to limit disruption!
WHAT DO OTHER UBISOFT TEAMS DO TO SUPPORT ANTI-CHEAT?
We can’t do it all when it comes to security and Anti-Cheat, and a huge amount of support comes to us from other teams within Ubisoft. We work with various teams to bring up issues that we discover, and work with them to come up with actionable solutions. Below are some key examples of this:
Legal Our legal teams take care of everything when it comes to going after cheat creators and cheat resellers. Cease and desist letters, legal proceedings, and litigation are all part of their help. They did an amazing job on our Mizusoft case last year and are regularly shutting down different cheating providing services, including the ongoing litigation around Ring-1.io cheats!
Account Technology Security and account creation are important subjects for Ubisoft. For that reason, we’re working at the account level to increase the overall protection afforded to our players. This comes in the form of account unicity – the ability to verify that a player is who they say they are. Basically, it’s more important than ever to be able to identify if a repeated cheater is trying to create a new account and stop them in their tracks. We’re currently working with other teams here to add protections against this and better control the number of accounts players create to control abuse of account farming and selling. Specifically, teams are investigating verification that players will need to pass before entering competitive modes, although it’s important to note this has no defined shipping date at the moment and will be iterative, releasing across multiple updates.
Company Security Ubisoft makes sure we get access to outside knowledge and companies that can help us in our fight, investing in threat intelligence and new technologies to help counter negative or illegal behaviors. They also ensure our Terms of Services is enforced and remains relevant and on par with what the games and company stand for, while addressing emergent bad faith actions in the gaming space.
LOOKING TO THE FUTURE
Now that you have a framework of what we work on daily, we wanted to shed light on some future developments. As mentioned before, we can’t always go into detail on all our upcoming plans to limit cheat makers’ ability to react as quickly, but feel the following are particularly relevant to what you may be experiencing in-game:
Data Ban Detections We’ve heard the complaints about our data detections and sanctions, and it’s something we’re actively working on. We have reviewed the reports that have come through and have been tweaking our detection model. So far, the only false positives that have been triggered stemmed from smurf accounts of players playing against less experienced players. Smurfs or not, we want players to be able to trust these detections, so we’re continuing to further improve their accuracy. We are working with multiple teams and data scientists at Ubisoft to expand these detections and add more data to our data set. This will ensure we get even more precise scores to sanction based on. This precision will help us identify more cheaters and suspicious behaviors, while continuing to limit its effect on fair players.
Reducing the Amount of Returning Cheaters We know how important this is to you. There’s no way to stop cheating altogether, but the faster we act, the more games we save, the less time cheaters are active. We have multiple teams working on initiatives to improve our time to detection and time to sanction. We aim to ship several different initiatives and updates over the course of the next year and while we are unable to share more about most of these right now, the one we can talk about is the work being done to add verification for players looking to enter competitive modes. We expect this to help slow the re-entry of cheaters into the Siege ecosystem and is expected to help curb the issue of smurfing (a topic for another day, as it’s not owned by our team).
Ban Automation The more confidence we can build in our data, the more we’re able to automate our sanctions. And in the end, this means cheaters get dealt with more efficiently and spend less time in your games. We plan to start automatically sanctioning several new behaviors during the next season! While we can’t share what they are now, as it would tip of cheat makers, we plan to share an update on social once they are successfully doing their job in-game.
Bug Bounty Program While not managed directly by our team, we’ll be contributing to Ubisoft’s upcoming Bug Bounty Program – different from the R6Fix reward program you may be aware of[rainbow6.com]. This program will offer recognition and compensation to players who report security exploits and vulnerabilities. This is crucial knowledge for developing Anti-Cheat protections, since these issues can stem from vulnerabilities in the code, and your security is integral to what we do.
HOW CAN YOU HELP?
In-game reporting will always be the best way to help up identify cheaters. This is the quickest way to help us flag potential cheaters. If you’re looking for the most direct route to action, this is it! Below, we’ve listed some guidelines for useful information you can provide in reports to help us identify and sanction cheaters in the quickest time possible:
Clear video or photo proof of the incident
The offending player’s Username and User ID
Match ID for any relevant matches
Date and time of the incident
MOT DE LA FIN
Our team, focusing on all things Anti-Cheat and Player Behavior, are committed to continuing this fight against cheaters and supporting this giant industry we all love. Rest assured, we’re hard at work in the shadows, trying to make things better for you! While this may be the end of this blog, it’s the beginning of a new commitment. Moving forward, we promise to bring you regular updates every 1.5 months on what we’re doing via our social channels. The first of these updates will be published on February 10, 2022. Interested in seeing how many cheaters we’ve banned in the last month? Want to hear about the latest sanction that’s been automated? Your trust is integral to what we do, so we want to give you more chances to better understand what it is we do and can’t wait to bring you along on the journey!
Following the first three Community Artist Bundles created by SAU_SIEGE[rainbow6.com], Sunstark[rainbow6.com] and FrAgMenT[rainbow6.com], we are happy to present the fourth addition that will be released during Y6S4 High Calibre in collaboration with Prime Gaming. With this program, we want to celebrate our amazingly creative and dedicated community artists and give them a chance to be represented in-game. Each chosen artist will have the opportunity to design a full set for an operator of their choice and the resulting bundles will become available during Year 6 and beyond. It is now Pericote’s turn to present her contribution to the Community Artist Bundle: a warm and snuggly set for the operator Frost!
Pericote’s Frost Operator Bundle includes:
9MM C1 weapon skin
HOW TO REDEEM THE BUNDLE
The Pericote Operator Bundle will be available via Prime Gaming for a limited time, starting from Tuesday, December 14th. Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial. A Renown Booster is currently available from Prime Gaming until December 27th, so don’t forget to claim this too!
Here’s how you can get these Prime Gaming offers:
Link your Ubisoft and Amazon accounts here[primegaming.ubisoft.com].
Redeem the respective offer through Prime Gaming here[gaming.amazon.com].
Receive the content automatically in-game within 48 hours.
ABOUT THE ARTIST
Pericote is a young artist from Chile who studied digital animation and now works as an art director. She started drawing at a very young age, inspired by her childhood cartoons such as the Power Puff Girls, Tom & Jerry, Pixar movies, and more. In 2017, she discovered Rainbow Six Siege and fell in love with its characters, leading her to create Siege based artwork. While playing Siege, she often found herself in funny situations, and so in 2018 she started to share these moments on social media through small comics. Pericote didn’t expect her comics to be so popular, but she was delighted to see the Siege community show love and appreciation for them. While her popularity was growing, she had the opportunity to draw Kaid before the Operator was announced and also worked on the Siege Fifth Anniversary vinyl record in collaboration with other community artists. Frost being one of Pericote’s favorite operators, she wanted to create a bundle specifically for her. Her nickname, “Pericote”, means “rat” in her country and this is the reason why she added some rat-like features such as the whiskers on the mask. She also included cute and funny elements inspired by her comics, such as the Pericote weapon charm – really, it’s too cute. Go check out Pericote on Twitter and Instagram[www.instagram.com] to see more of her awesome artwork and funny comics!
What is the Community Artist Bundle Program? The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.
I’m a Siege fan artist too – what can I do to get selected as well? Given the length of our production cycle for in-game content, the fan artists for Year 6 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Siege Champions Program[rainbow6.com].
How can I get the Y6S4 PericoteOperator bundle? Link your Ubisoft account with your Amazon account here [primegaming.ubisoft.com]and claim the Operator set through Prime Gaming[gaming.amazon.com] starting from December 14th. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Hibana available as an operator.
Can I buy the Pericote Operator Bundle with Renown or R6 Credits as well? The Pericote Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.
Will this offer be available on all platforms? Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.
How long will this offer be available? Following its release on December 14th, you have one month to claim this offer via Prime Gaming.
I don’t see my rewards. If you’re having trouble redeeming your Pericote Operator Bundle, please contact our support[support.ubisoft.com].
For more information about Prime Gaming, visit the Prime Gaming FAQ[www.amazongames.com].