We have heard concerns over the bug related to the amount of XP shown as being received after every match in Ghost War. Some players have been reporting that they are being shown negative XP points being earned. We wanted to take a moment to address this issue.
It seems to only be impacting players who began leveling prior to the October 24 update and is only on the player facing side. In other words, it only looks as if you are not being awarded XP properly, but in actuality you are. Our backend is calculating all of the XP properly, and therefore you should get upgrade points and unlock classes and perks on schedule, regardless of what XP you see you are getting.
This being said, this issue will be fixed in a future update, so stay tuned.
Thank you all for your patience and understanding while we resolve this issue, Your Ghost Recon Community Team
We have been monitoring the community’s feedback regarding ping abuse, latency, and peeker’s advantage. In this blog, we will explain what these are, how they affect gameplay, and what we are doing to fix them.
Before diving into the details of latency, we want to establish that the design philosophy of Rainbow Six Siege is player replication and hit validation should favor players that have the faster and more stable connection. To that end, we will continue to improve all our systems to provide low and stable ping players with the best experience possible while maintaining the accessibility for higher ping players.
High Ping and Peeker’s Advantage
Replication is the process by which we mirror a sequence of movements and actions done by a player on a remote computer, such as a game server. You can think of replication as “ghosts” that follow players. This “ghost” represents your position as seen by the server. For example, if you have a ping of 200ms, your “ghost” is where you were 100ms ago (since ping represents round trip duration). The higher a player’s ping, the further behind the player their “ghost” is.
However, when peeking (moving out of cover), a higher ping will not give you more time to react and shoot before becoming visible to other players. This is because all shots need to be validated by the server, so any increased amount of time will also apply to your shots reaching the server.
Peeker’s advantage is a result of the aforementioned “ghosting” effect. We cannot remove “ghosting”: doing so would require all movements to be validated by the server before taking effect on your client. This would result in increased input delay (equal to your ping), which is contrary to the design philosophy of making movement as reactive as possible. However, unlike the common perception, peeker’s advantage depends only on the speed of the victim’s connection, not the peeker’s.
The maximum time, once the peeker becomes visible, that the victim has in order to shoot and come out on top is what we define as the window of opportunity. Peeker’s advantage is caused by the fact that this window of opportunity is always shorter than the reaction time of the peeker.
Window of opportunity = Reaction time of the peeker – Ping of the victim (including processing time)
In this clip[static2.ubi.com], we will display the difference when the victim (Player 2) has a faster reaction time (150ms) than the peeker (Player 1) (300ms reaction time). You will notice that the increased ping of the peeker has no impact on who wins the firefight. While the peeker was able to fire, the victim had already landed a headshot that was validated by the server, so the peeker’s shot was rejected and they died.
In this video[static2.ubi.com], we will show you how the victim’s ping impacts the result of the shots arbitration. While the reaction times remain the same (150ms for the victim, 300ms for the peeker) we progressively increase the ping of the victim. The ping of the peeker remains constant and we intentionally set it to a high value: 400ms. Increasing the ping of the victim results in a reduction of their window of opportunity. While they are able to win the firefight at low ping (50-100ms), they start losing when their ping is too high (200ms).
We created the following image to demonstrate what you saw in the above videos, without the gameplay. What you are seeing is a timeline of actions, the order in which servers accept input, and how latency influences those steps.
The above asset is showing you how the reaction time of the peeker is preserved on the server and then on the victim simulation, even if the peeker is playing with high ping.
What you are seeing in the above asset is the impact that the victim’s ping has on their chances to survive. The victim will need to fire at his opponent before the peeker’s shot reaches the server which can only be achieved by shooting during his window of opportunity. This window of opportunity is not affected by the peeker’s ping. Once officially dead on the server, all further actions by a player are rejected. This is in line with the design philosophy mentioned at the beginning of this blog, which states that the player with the fastest and most stable connection should have the advantage.
Starting with the Year 2 Season 3 Mid-Season Reinforcements, we will be implementing the following adjustments and changes to how the game manages latency, processing, and hit validation. Our plan is to continue working on these topics during the upcoming seasons.
Latency alignment is a change that allows the server to more accurately mirror the reaction time of a shooter with an unstable connection. If a player is sending position updates at an inconsistent rate, then the server will adjust the timing of their incoming shot messages to match its representation of that player’s commands more accurately. While it is a matter of milliseconds, the end result is a wider window of opportunity when going up against players with fluctuating latency.
We have a new pawn-to-pawn physics system, which should address issues with players teleporting behind shield users. This issue was most commonly experienced while blocking a doorway with Montagne.
Hit Validation Improvements
We are reducing the upper limit on the latency required to initiate extra hit validation steps. More details about these extra steps and how they affect gameplay will be published in another blog post.
We are also optimizing the replication of actions. The result is a more responsive experience for all players and a reduction of latency.
Processing Delay + Ping
Currently, the ping value displayed in the menus includes the processing delay. This is misleading, since running at a faster frame rate results in lower ping values being shown. We are removing this processing delay from the ping value. Although only a cosmetic change with no impact on gameplay, the value displayed will be a more accurate representation of your connection speed with the servers.
We are implementing a series of adjustments that will help you monitor the status of your client, of the server, and of your network connection.
With this change, the game will display up to four icons in the upper right corner of your screen. These four icons denote the quality of your gameplay experience concerning your ping, connection stability, update rate and host stability, respectively from left to right.
When one of these is in a degraded state that could affect your performance, the icon appearing will notify you. This will help provide a more accurate representation of your connection status beyond just a player’s ping. The icons have two states: yellow and red. The thresholds for each state can be tweaked at any time by the dev team, therefore the following values are just an approximation of the current settings.
Latency icon: The latency icon will appear when your ping is high. A yellow latency icon means your ping is high enough for additional validation steps to be triggered by the server (around 100-140 ms of ping). These additional validation steps come into play when treating your shots, and determining whether or not they are a hit. You might notice some of your hits are not registering. Having a high ping also means you could encounter unpleasant situations such as dying behind cover. A red icon means your ping is bad (around 400-500 ms of ping). Being in that state for a long time could result in player being kicked from the game server. When the latency red icon is visible, almost all of your hits will be rejected by the server. This is intended.
Connection icon: The connection icon appears when you are experiencing packet loss or latency instability (for example, when some of your packets are being redirected on another internet route). When this icon is triggered, you can experience rubber banding, hits being rejected by the game server, and abnormal induced latency. The probability of experiencing those situations is far higher when the red icon is visible.
Update rate icon: The update rate icon appears when your frame rate is dropping or is unstable and the number of packets sent by your game client to the server is not high enough. You might experience hits being rejected by the game server and abnormal induced latency (this latency is induced by the game server to prevent other players from seeing your character stuttering). You could also experience rubber banding when the icon is red.
Host icon: The host icons appears when the server is experiencing issues and is unable to preserve the stability of the simulation. All players connected to that game server will see the icon appearing at the same time. When you see this icon, you can experience rubber banding, abnormal latency or hit registration issues. Those situations will be more noticeable if the icon is red.
Most of our upcoming changes will result in a less comfortable experience for high ping players, but this is something that we are doing consciously, and believe it to be in the best interest of the game as a whole.
Please join us to discuss your learnings from this blog on the Rainbow Six subreddit!
Hello Ghosts, we will operate a 45min maintenance tomorrow to update our servers and the console scripts on the occasion of the free week-end.
Please note that this maintenance will only impact the online play, including Ghost War. If you are already in a game from the moment when the maintenance starts, your session will be put to offline mode so that you can still be able to play the campaign mode solo with your 3 AI teammates. We will update this thread regularly to let you know about the maintenance.
We want to thank you all for taking the time to test the new recoil values on the TTS, as well as provide us with your feedback. We discussed the new recoil system this morning with our Designers, and have a bit of insight to share with you.
Your concerns regarding randomness of bullet spray, as well as how the guns feel, have been heard by our developers and are being taken into account. You have also pointed out that this could potentially lead to a rise in macros, which we will also be exploring.
These changes to recoil patterns are one of the solutions we found that would result in correcting the alignment issue, but there may be other options to explore. We are going to continue looking at other ways to manage this, and will be testing those changes on future TTS builds. This is not the type of change that we are in a rush to produce, and are going to take our time to ensure that it will work well when it is deployed on the live servers.
Overall, we are very glad that we have been able to test this first iteration of the recoil changes on the TTS and gather feedback on it. The TTS is extremely valuable for testing gameplay changes of this nature, and we will be taking the feedback provided during this TTS phase and working on a second iteration of the recoil patterns.
Tomorrow at 8am UTC, we will operate a 2h maintenance in order to update our servers for the upcoming Title Update 6. We will share our patch notes around 10am UTC tomorrow. In the meantime, we will update this thread regularly to let you know about the maintenance.
This maintenance will only impact the online play. If you are already in a game from the moment when the maintenance starts, your session will be put to offline mode so that you can still be able to play the game solo with your 3 AI teammates.
UPDATE: The maintenance is now over! Thank you for your patience. Please also note that the Patch 6.0 is available for download. Patch notes can be found here[ghost-recon.ubisoft.com].
Players in game need to reboot the game to apply the patch. Its size is up to 9.5GB depending on your client. You can still keep on playing and wait before applying the patch. An in-game notification will let you know when the patch is available. Please note that in order to play co-op with friends, you will need to all have the same version of the game. Please be aware that the patch will automatically download the next time you launch the game, so if you are already in a game session, you will need to reboot it to benefit from the improvements.
Ghost Recon Wildlands contains many secrets for our players to uncover should they prove themselves cunning and adventurous.
As we explore the Easter Eggs in Wildlands, we consulted with our Lead FX Designer, Mathieu Martinet, to gather insight on a few of his favorites.
Don’t Press Me
We knew the quickest way to get players to press something was to put a giant sign next that said the exact opposite. Mathieu had this to say on including these Easter Eggs:
“In my opinion, the ‘do not press me’ concept allows players to have fun, make choices and share these fun moments.
The idea was to create something unusual and unexpected in the Ghost Recon. When you see that kind of call to action, it’s really natural to be curious, to not follow the rule and see what happens. Unconsciously you know that something special will happen.”
The result may not be exactly what you expect from a large blue button with a sign next to it telling you not to press it. Head to the giant dam in Pucara to kick off your Easter Egg hunt with a bang!
If you like your explosions a little bigger, you’ll find Mathieu’s favorite Easter Egg in the Salt Flats of Koani:
“My favorite [Easter Egg] is the huge explosion in Salt Flats of Koani. This is the essence of the ‘Don’t Press Me’ concept. There’s a lot more elaborate staging on this one in particular, which is why I like it the most.”
The third button can be found on one of the hills in La Cruz. After you press this, don’t panic! You’ll be in for a pleasant surprise as long as you don’t look away.
The final button you definitely shouldn’t press resides in the province of Malca near one of the tallest statues in Wildlands, a tribute to the symbol of El Sueño’s cartel. Your Ghost won’t get scorched, though we can’t say the same for Santa Muerte.
We’re heading back to the Salt Flats for one of our favorite Easter Eggs. In the northern part of the Koani region, you’ll find a chair that might look a little out of place in the stark white landscape.
Take the red pill and we’ll show you how deep the rabbit hole goes, Ghosts.
Scattered amongst the mountains, in the highest reaches, there are shrines to the goddess Pachamama. Hidden in 8 of these shrines you can find statues of the Earth Mother that you can pick up.
Once you gather all of them, the locals will gather to pay their respects to Pachamama at the shrines where the statues were located.
In Libertad province, you can find many animals native to the area. We encourage you to look up every once and a while, as you might see a very special owl that reacts unexpectedly should you manage to hit it.
It’s time to test your marksmanship, Ghosts!
We hope you’ve enjoyed finding Easter Eggs in Ghost Recon Wildlands and you’re inspired to do some hunting to see them all yourself.
New secrets emerge from the Wildlands frequently, even those that were thought to be nothing more than myths from the unforgiving cold of the Andes mountains. Make sure you stay frosty, Ghosts, some of these legends may prove very real and far more dangerous than what you’ve faced before.
To keep track of your stats and find other Ghosts to join your Taskforce, log-in to the Ghost Recon Network[ghostreconnetwork.ubi.com] and download the Ghost Recon HQ App (iOS[itunes.apple.com] – Android).