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Ranked Mode FAQ

With Update 2: Jungle Storm, we brought a new ranked mode system. You can now compete against the others to climb the ladder and sit at the top. In order to help you doing so, you will find all the explanations you need below.

How to unlock the ranked play?

Ranked play becomes accessible once you reached level 15. If you have already reached Prestige, this limitation do not apply to you.

How does it work?

The ranked games are divided between Seasons of two months each. A Season starts on the 1st of the month and ends two days before the end on the second month. At the beginning of each Season, you will have to finish 15 placement rounds.Your results during these placement rounds will determine what your starting rank is for the ongoing Season. The rank of every player is reset at the beginning of every Season; nothing is granted forever. Afterward, it will be up to you and your squad to improve your rank or remain at the top.

How does the progression work?

Players are divided in 6 brackets based on their Matchmaking Rating: Bronze, Silver, Gold, Platinum, Diamond and Elite. Once you played the 15 rounds of placement of a Season, you’ll be assigned to one of these brackets. Afterward, based on your round win/lose count, you will go higher or lower in the brackets. Players who achieved Gold or higher won’t drop down to Silver or Bronze that season, however.

Where will people see my rank?

The game displays the rank of a player with their nametags. Thus, you can see other players’ rank in the match lobby, on the tacmap, on the end-screen and in the sum-up of the match. This is also where other players will see your own rank!

How does the matchmaking work?

Ranked is a new matchmaking mode, in which you’ll be able to play both Elimination and Uplink. Players will be able to select either Quickplay/Custom/Ranked from the main menu.

In Ranked Mode, players start with their Quickplay MMR, not from a baseline. For this reason, it is possible for people to play all Ranked matches together and end up in different leagues. This will eventually even out if they keep on playing together.

The MMR of players, in both Ranked mode and Quickmatch, is based on the results of the individual rounds and not on the outcome of the entire match. For this reason, it is possible sometimes to be demoted after winning a match, especially after a 3-2 result. This will happen if the opposing team has a MMR lower than the match winners. The amount of MMR gained and lost after a round depends on how big the initial MMR gap was, so it is possible for the 2 losses in a 3-2 match to matter more than the 3 wins.

Only two things impact a player’s MMR after a round. One of them is winning or losing. The other is the standing of each player before the round. A player will lose less MMR after an “expected” loss, faced with a higher MMR opponent, and will lose more MMR points after a loss against a lower opponent (and the same is true for how many points they win after a victory). This behavior is exactly the same as in all games that use an Elo or Glicko type of system.

What are the rewards?

Every completed ranked match will grant a bonus XP. Every new bracket promotion will grant bonus Prestige credits. At the end of a Season, players will earn XP boosters and Prestige credits based on their bracket.

What are the leave penalties?

Leaving an ongoing ranked game will grant the player a strike that will disappear after a probation time or accumulate with other strikes if he keeps quitting ongoing ranked games. When strikes start cumulating, the player will receive a warning pop-up to confirm he will receive a temporary ban penalty if he chooses to leave the match. The penalties will then increase from 10 minutes to 4 hours.

Kompletter Artikel: Ranked Mode FAQ

Ghost Recon Wildlands – Legendary Movie Monster, The Predator, Coming in Free DLC

A deadly new threat enters Ghost Recon Wildlands this week, armed with powerful weapons, advanced stealth abilities, and more mandibles than seem strictly necessary. From December 14 through early January, the Predator will bring its unique skills to a special challenge that sees players (solo or with up to four players in co-op) hunting the creature—and being hunted in return. Defeating the Predator will be no easy task, but if players manage to take it down, they will be rewarded with exclusive items, including the Predator mask, which features Predator vision. To help you fully embrace your inner hunter, the Predator Pack (available in the in-game store) introduces 15 new customization items inspired by the original movie, including weapons and a new close combat move.

https://youtu.be/cokpaG9SyiE

Ghost War, the free PVP mode for Ghost Recon Wildlands, will also get a Predator-inspired addition: A new class of soldier inspired by Dutch, the protagonist from the original movie, who can engage a battle rage mode to tip the scales in his favor.

“At Ubisoft Paris, we have been fans of the Predator for a long time and are thrilled to bring such an iconic character to our game” said Nouredine Abboud, senior producer at Ubisoft. “The challenge is full of references to the original Predator movie, and we cannot wait to see the reaction of our players!”

We got to chat with Abboud to learn more about where the idea to bring the Predator into Wildlands came from, and how they designed the hunt to capture the deadly tension of the movie.

The Legends of the Wildlands have previously been rooted in the setting and history of Bolivia. What motivated you to look elsewhere for inspiration?

The Legends of the Wildlands really began as easter eggs for the community. When we first saw videos of our players showing their passion, we thought it would be interesting to play up to their expectations, while at the same time building on the incredibly rich Bolivian culture.

When our Fallen Ghost DLC was released, we were amazed by the feedback we got from the community members, who praised its more somber tone and its tactical approach. But what we sensed was that there had to be a Predator hiding somewhere, observing us in the jungle setting of the DLC. That’s where the idea originally started.

How did this process even start? What did the team need to do first?

When we realized in June that this year was the 30th anniversary of the original Predator movie, the coincidence was too great to pass up. We have a very good relationship with 20th Century Fox, and they were as excited as we were to let the Predator fight the Ghosts in an environment that fit their vision, so it was an exciting and fruitful discussion. Our team learned everything they could about the Predator, not only by studying the original movie, but also through exchanges between our artists and the creatives at 20th Century Fox.

What was the reaction for the team when they found out they would get to work with one of film’s most popular sci-fi characters?

The entire team was ecstatic, especially the creative team in Montpellier. Our team appreciates the original Predator movie just as much as our community does, and everybody involved had a clear vision of the direction we could give to this special challenge. I have to say that Tom Isaksen, our lead character artist, has done a tremendous job of recreating the original Predator, taking care of every costume detail. It was a great challenge.

What aspects of the Predator did you know you’d absolutely have to nail to convey the same suspense that’s present in the movies?

The mission is built to recreate some of the tension felt by Dutch and his crew in the original Predator movie. You first discover hints about the Predator’s presence before actually getting to meet and fight him. Getting that feeling of being swallowed by the surrounding jungle was something we really wanted to convey. And of course, the music takes a big part in creating the tension.

Along those same lines, what were the challenges in balancing the Predator’s abilities with the systems that already exist in Ghost Recon Wildlands? What can the Predator do, and what do the Ghosts need to do to fight it?

The Predator can run around, jump in the trees, taunt the Ghosts, and activate his cloaking device. Once he wants to engage you, he can use his Plasma Caster or his Smart Disc, depending on the situation. Being able to quickly react and always keep on your toes will be the key to defeating the Predator.

How did you approach calibrating the difficulty level for this encounter? How much of a challenge are you throwing at players?

We know that the Predator is the best hunter there is, and we really wanted our players to feel he was a great menace. The talented game designers in Montpellier tweaked the gameplay to make sure this would be the most difficult fight players could find in Ghost Recon Wildlands, especially when you approach it solo. To prevail, we think the Ghosts will need to work as a unit, so we advise our players to try out this challenge in four-player co-op with a lot of coordination and communication!

Will the Predator ever try to blow itself up?

That will be for you to find out.

Kompletter Artikel: Ghost Recon Wildlands – Legendary Movie Monster, The Predator, Coming in Free DLC

THE YEAR 3 PASS IS HERE!

Extend and enhance your Rainbow Six experience with the Year 3 Pass, and get early access to 8 upcoming operators in Year 3 from Russia, France, Italy, UK, USA and Morocco!

Get your Year 3 Pass here!

Purchase the Year 3 Pass before March 5th 2018 and get the Signature Damascus Steel Skin.

Additionally, if you’re an owner of the Year 2 Pass, you will receive a bonus of 600 R6 Credits, on top of the 600 that come with the Year 3 Pass.

With the Y3 Pass get access to a 1-year* VIP premium membership which includes:

YEAR 3 OPERATORS AND BONUS DLC

  • 8 new Year 3 operators
  • 8 exclusive headgear and uniforms
  • R6 Meteorite Charm
  • 600 R6 Credits

VIP PERKS

  • 7-day early access to each season’s new Operators.
  • 10% discount in the in-game shop**
  • 5% Renown boost
  • +0,3% Alpha Pack Boost

*VIP Membership ends January 31, 2019
**10% discount only applies to purchases made with Renown or R6 Credits.

If you missed the Year 2 Pass, don’t worry! You can still get the 8 Y2 operators in the Year 2 Operators bundle, available in the in-game shop for 2400 R6 Credits.

Kompletter Artikel: THE YEAR 3 PASS IS HERE!

[UPDATE] XP Issues in Ghost War

Hello Ghosts,

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

Kompletter Artikel: [UPDATE] XP Issues in Ghost War

DEV BLOG: PING ABUSE, PEEKER’S ADVANTAGE, AND NEXT STEPS

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.

Next Steps

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

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.

Pawn-to-Pawn Physics

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.

Replication Improvements

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.

Connectivity Icons

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!

Kompletter Artikel: DEV BLOG: PING ABUSE, PEEKER’S ADVANTAGE, AND NEXT STEPS

[All platforms] 45min maintenance on October 12th @8am UTC

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.

Kompletter Artikel: [All platforms] 45min maintenance on October 12th @8am UTC

Recoil System – News

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.

Kompletter Artikel: Recoil System – News

[All platforms] Maintenance on July 21st @8am UTC

Hello Ghosts,

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.

Kompletter Artikel: [All platforms] Maintenance on July 21st @8am UTC