Rainbow Six Siege

Rainbow Six Siege Economy Rebuilt From Scratch: Marketplace Stays Closed, Masterpieces Become Accessible

Ubisoft is making a fundamental shift in Rainbow Six Siege's player economy. According to the roadmap shared by the company, the coming season will clarify how event packs are sold, how Masterpiece items are obtained, and what the future holds for the currently closed Marketplace. To sum it up briefly: new event packs will now be purchased only with R6 Credits, Masterpieces will become directly purchasable, and the player-to-player trading platform will stay shut for some time.

Although these three decisions may appear independent of one another, they actually serve the same goal: building a predictable, long-lasting in-game economy that protects players. The emphasis on "sustainability" that appears frequently in Ubisoft's statement describes exactly this. It is acknowledged that restoring the system in its current form would create new problems on both the security and the economic front. So what awaits players in the coming period is not a quick comeback, but a gradual and careful rebuilding process.

In Season 3, event packs will be sold only with R6 Credits

With Season 3, the currency for event packs is changing. New event collections will no longer be purchasable with Renown, only with R6 Credits. At first glance this may look like a harsh change for players used to collecting cosmetic content with the in-game currency. After all, Renown is a resource that anyone with an account can build up by playing matches, and is therefore open to everyone. Its removal from new content means that part of the spending power shifts toward credits bought with real money.

However, Ubisoft is not shutting the door completely here. M.U.T.E. Protocol: Flesh & Metal and Rengoku will be the last events where new collection packs can be bought with Renown. In other words, these two events amount to a kind of farewell tour for the current system. This detail shows that the transition is not sudden but planned. A window has been left for players to spend their Renown savings on new collections one last time.

On the other hand, old collections will return, and this time they will be offered with a dual-currency option. This is a more important balancing move than it might seem. Because while Renown's weight declines in new content, the role of this currency grows in archive-style old collections. So Renown does not become entirely useless; only what it is worth, and in which content, changes. According to Ubisoft, the goal is not to render Renown meaningless, but on the contrary to keep it more valuable and more rewarding over time.

Access to Masterpiece items is getting easier

Access to Masterpiece items is getting easier

One of the most talked-about changes regarding events is access to Masterpiece items. Until now, unlocking a Masterpiece required completing the entire corresponding collection. This requirement meant that only a small group of players could reach this content each season, since collecting an entire collection in full takes both serious time and serious spending.

Starting with Season 3, this picture changes. Players will be able to buy a Masterpiece directly with R6 Credits, and this bundle will include event packs as well. In other words, completing the whole collection is no longer the only way. This change has two sides: on one hand, for players who want the full set, the collection itself still remains a goal; on the other hand, the wall in front of players who want only a single favorite cosmetic is coming down.

Ubisoft describes this as "making Masterpieces more accessible" and counts it among the lock improvements coming to events. Lowering the access threshold also increases spending flexibility. Players can now focus on the item they truly want without having to pay for dozens of cosmetics they don't care about. In the long run, this could make the store experience more understandable and less frustrating.

So what will happen to Renown?

So what happens to Renown?

The real question here is this: what is Renown's future? New event collections switching to credits might at first suggest that the in-game currency is losing value. But the return of old collections with dual currency reverses that impression. Players will be able to spend Renown on archive content, and this preserves the meaning of saving up.

The equation Ubisoft has set up works roughly like this: fresh content will be accessible with premium credits, while past content will be accessible with both credits and the in-game currency. This model aims both to protect the value of new content and to ensure that loyal players' savings aren't wasted. The phrase about making Renown "more rewarding" also implies that as more old collections enter circulation over time, spending options will increase.

For players, the practical result is this: Renown is still worth saving, but there is now a selectivity about which content it can be used on. This will change collection hunters' plans somewhat. In addition, since players who want to turn to new content will need to spend credits, spending habits can also be expected to take shape according to the age of the content.

Why is the Marketplace still closed?

One of the game's most wondered-about topics, the Marketplace, will remain closed. Ubisoft frames this not as temporary maintenance or a short-term postponement, but as a process of rebuilding from the ground up. According to the company's statement, although the Marketplace was an important step for player-focused trading and the economy since the day it launched, it also brought serious problems along with it.

Security comes first among those problems. Harmful behaviors such as account theft, bot usage, and credit transfers led to misuse of the system. According to the statement, a significant portion of transactions was linked to malicious activity. This picture shows that even if the idea of trading itself benefits players, it is not sustainable in its current form. So the problem is not the existence of trading, but the inadequacy of the protection layers surrounding it.

The solution headings Ubisoft lists at this point point directly to that gap: stronger account protection, better monitoring tools, and a trading system resting on a balanced in-game economy. These three need to work together; fixing just one will cause the other problems to return. Therefore, opening the Marketplace looks possible not through corrective patches, but by rebuilding the fundamental components.

There are economic problems as well as security ones

Security was not the only trouble the Marketplace created. The statement also lists price instability, disrupted circulation of items, and broader economic imbalances among the system's side effects. Such problems disrupt the natural functioning of the in-game economy; the value of some items inflates artificially while others can become nearly worthless.

The way this reflects on players usually works like this: when new content is released, prices rise quickly, then fall sharply, and the content's real value and the value formed in the market drift apart. Disrupted item circulation, meanwhile, causes some cosmetics to almost never change hands, while others become a constant subject of speculation. This imbalance also overshadows the game's own reward system.

Ubisoft's approach here is clear: bringing the Marketplace back as it is today would re-trigger both security risks and economic deterioration. For this reason, the matter is treated not as patching mistakes, but as laying the foundations anew. The company argues that the ground must first be solidified for a fair and lasting economy.

What do these decisions mean for players?

The practical impact of the changes can be gathered under a few headings:

  • New event collections being sold only with R6 Credits reduces the role of players who save up Renown in fresh content.
  • Old collections returning with dual currency expands the areas where Renown can be spent.
  • Masterpieces being directly purchasable removes the biggest obstacle in front of players who want a single item.
  • The Marketplace remaining closed means player-to-player trading will not return in the near term.

This picture points to a period in which players must build their spending plan according to the age of the content. For a newly released event, credits come to the fore; for a past collection, Renown. For players who want to complete their collection, the return of archive content opens an important window of opportunity. On the other hand, for players who have made a habit of buying and selling items through trading, this door will remain closed for a while longer.

What comes next: a long-term building process

Ubisoft clearly describes this process as long-term work. While work continues behind the scenes on the economy and security fronts, it is stated that the short-term priority is gameplay improvements. This means that in the coming period, players will see gradual adjustments on the economy side rather than sudden and radical surprises.

The company's ultimate goal is clearly stated: to build an in-game economy that protects players and is fair, rewarding, and lasting. The path to this goal requires advancing on several fronts, from redesigning the trading system to strengthening account security. Therefore, the Marketplace's return will be possible not through a single update, but through the accumulation of a series of changes.

In the short term, what should be watched is the improvements on the gameplay side and the store adjustments coming with Season 3. For players, the most concrete question is this: in which archive collections will they spend their Renown savings, and how much will they prefer to spend credits on new events? The answer to these questions will show over time whether the new balance Ubisoft is trying to establish actually holds.

Source: Ubisoft

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The Nedese editorial team covers competitive gaming guides, patch notes, and strategy breakdowns across all major titles. With over 15 years of coverage, our writers combine deep game knowledge with practical in-match experience.
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