While we can't go into full detail at this time, we hope this Dev Blog has helped you understand some of the work we do behind the scenes. The post does also briefly go into further detail how Ubisoft intends to improve on this, before stating: "We have big plans on the horizon for our team and for the game, and have no intention of slowing down. In total, the number of banned accounts in Rainbow Six Siege for 2020 came out at 91,112. Not only did Ubisoft outline that the future plans for combatting cheaters involves three areas Detection Improvement, Increased Barriers, and Reduction of Impact, but the developer also stated that the number of bans over 2020 was up 44.73% over the previous year.
The information comes in a developer post from Ubisoft, where the developer gives an update on anti-cheat in the game. To fight the ever-flowing tide of these naughty individuals, Ubisoft has banned more than 90,000 Rainbow Six: Siege players over the course of 2020. While one-tapping a head is still far better, it actually severely reduces the skill level.Swinging the ban hammer has become quite a common term in videogames these days, as cheaters and hacking is more prevalent than ever before. This can easily be 'abused' to simply aim at the chest and after 1-2 bullets you'd land a headshot, making it easier to land a headshot and lowering the risks. "Hell, some of the recoil patterns currently on TTS are very reminiscent of CS1.5 AK pattern, which was a near straight up line. This is actually a big issue in CS:GO, even at long range people will spray down because the recoil patterns are known and easy to use," they explained. "When you once had to tap/burst fire at long range, with fixed recoil, you can now spray.
One of the more thoughtful posts, from a redditor named Icemasta, states that while the original randomized recoil "might give some 'bullshit' moments, fixed recoil patterns are even more bullshit." There aren't a lot of people talking about it yet, but those that are generally sound as though they'd prefer to stick with the old system. (Shotguns, pistols, DMRs, and some "lower rate-of-fire SMGs" are excluded, because removing their offset didn't impact their recoil enough to require any changes.)Ĭonversations about the new system are taking place on the TTS subreddit, and the response so far isn't what you'd call universally positive. "That way, we can say where every bullet goes in relation to the previous one." "We can say to the engine 'For the second bullet use this recoil data set and for the third bullet, use this other data set' etc." it explained. To get around that, Ubi implemented "multi-stage recoil" that lets it define unlimited recoil data sets at any point during full-auto firing.
But that led to another problem because the existing recoil system only enabled one pattern definition, which "left us with a system that is still very random number generator (RNG) dependent that pulled hard on the camera and made the weapons feel erratic or unpredictable." Removing the offset eliminated a lot of the recoil effect and made weapons too easy to control, which led to the need to tweak the recoil of all weapons.
That turned out to be a bigger problem than you might think. "Because of this, any amount of movement we do with the First Person visuals off the center of the camera will immediately cause alignment issues with the weapon."
"The gun you are holding is rendered at a fixed 50 FOV ('Field of View'), but the world is rendered at 60 FOV for consoles and anywhere from 60-90 FOV on PC," Ubi explained in the post.