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In questo video diario di Overwatch il game director Jeff Kaplan ci illustra il funzionamento della Regione Pubblica di Prova.
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00:04Welcome to another Developer Update. I'm Jeff from the Overwatch team.
00:09We're really excited to be here today to talk to you guys about the PTR.
00:14So, first off, for those of you who don't know what the PTR is,
00:17it stands for Public Test Region or sometimes Public Test Realm.
00:22Same thing, it's basically a server that players can go to to test out new upcoming changes to Overwatch.
00:31The PTR is not always available, it's something that we put up before we're going to patch the game to
00:37do testing on.
00:39One thing that I've noticed that there's some confusion in the community about is what is the exact purpose of
00:44the PTR.
00:45And I think a lot of players assume the PTR only exists so that players can give feedback on upcoming
00:52changes.
00:53And while this is a really important part of what the PTR does, it's not all of what the PTR
00:59is about.
01:01The most important thing for us when we patch Overwatch to all of the live service
01:06is that the game is stable and works correctly and there's as few bugs or crashes or glitches as possible
01:14in the game.
01:16The PTR really lets us iron all these issues out.
01:19We will put up versions of the game frequently on the PTR.
01:24Sometimes they'll have a lot of issues and it allows us to solve them very quickly.
01:28So, while checking in on how the players feel about new changes in an upcoming patch is also very important
01:35to us,
01:36it's not the primary thing that we're looking at.
01:39We're actually looking the most at the stability of the game and is it running well?
01:45Is it ready to go live to all of our players?
01:48So, another question that gets asked very frequently is how come we don't have the PTR available for console players?
01:57And it's actually kind of a complicated answer and it mostly has to do with the logistical challenges
02:03of running a game like Overwatch on three platforms.
02:07As many of you know, the game exists on PC, Xbox One, and PlayStation 4.
02:13And all three of those are unique platforms.
02:16On the PC, we run on Battle.net or the Blizzard platform,
02:20which is something that we wholly own and control here at Blizzard.
02:24that means that patching it as frequently as we want is very easy for us.
02:30And we incur any risk to our own system because we're making the changes.
02:35We know what we're doing. It's our game. If we screw something up, we know we're going to fix it
02:40right away.
02:41It's a little bit more complicated for the console platforms because those belong to Sony and Microsoft.
02:48And we have a lot of respect for how solid and protected the Microsoft and Sony environments are
02:57when it comes to updating for different games.
03:01So, they have their own friend systems. They have their own achievement or trophy systems.
03:07They have to be really careful about games releasing content onto their platform
03:12and causing issues for their platform.
03:15So, in order for us to put a version of Overwatch onto their platform, we go through a certification process.
03:23Now, something that was an issue with our player base early on
03:27was that sometimes PC players would get a patch and console players would get it at a different time.
03:34And there wasn't always a lot of understanding why this would happen.
03:38And the reason that this would happen is because we could patch the game on PC as quickly as we
03:43wanted to,
03:44but we would need to make sure to go through a certification process with Sony or Microsoft to be on
03:50PlayStation or Xbox
03:52and make sure we weren't damaging their platforms in any way.
03:56So, it caused sometimes for there to be a desync.
03:59One of the ways that we've been able to patch all platforms simultaneously so frequently in our latest updates
04:07is because we use the PTR time on PC to help get through that certification process on the consoles.
04:17And what that means is that we're not ready to be on the console at the time that we're doing
04:22the PTR experience.
04:24So, this doesn't mean that, you know, never will we ever PTR on console.
04:30It just means right now it's very logistically challenging for us.
04:34And part of what's enabling us to have simultaneous releases of our patches,
04:38or as close to simultaneous as possible, is using the PTR time on the PC.
04:45So, I hope that explains some and alleviates some of the questions that have come up around console and PTR.
04:53So, that's sort of one of the big things that we want to get out of the way.
04:57The other question that comes up a lot is how come there aren't incentives for me as a player to
05:02come to the PTR.
05:04So, we would love as many of you to come to the PTR as possible.
05:08We are very grateful for those of you who show up and help us test and provide feedback on the
05:13PTR.
05:15So, all of that is greatly appreciated.
05:17For us to put incentives on the PTR is something we're looking into.
05:21So, it's not off the table.
05:24It's just a little bit complicated.
05:25So, to give some examples of incentives that I've seen suggested by the community that we think are great are,
05:32you know, maybe if I could get some loot boxes for coming to PTR,
05:35or maybe some amount of my experience from the PTR transfers over to my live account, that would be really
05:43cool.
05:44Those are things we're looking into.
05:46The problem that we have, and hopefully you're somewhat sympathetic towards it, is those ideas, while very cool, would take
05:55development time to implement.
05:56And right now we wrestle with, you know, is it worth our time, is the best way to spend our
06:02time engineering features for the PTR,
06:07so players have more incentive, or using that same development time and putting it towards more of the core features
06:14or content in the game that go out to all players.
06:17And up until this point, we've sort of decided, well, we'd rather, you know, spend our engineering time and resources
06:23towards features that everybody will get to enjoy.
06:26So, hopefully that makes some sense why there's not a lot of incentives right now to go to the PTR.
06:32For those of you showing up though, it's very valuable to us.
06:35Now, we are testing changes on the PTR right now that go beyond just preparing us for the new patch.
06:43There's some balance changes out there that I know a lot of you are interested in.
06:46And I'm not going to go into a lot of specific details on each of the balance changes that are
06:52out there,
06:52because by the time this developer update goes live, we might have already made different changes.
06:57So, what I'm talking about might be a little bit out of date.
07:01But what I think is important to understand is why we're making changes on the PTR to the heroes we've
07:08decided to make changes to.
07:09So, first up is Sombra. We feel like Sombra is a fantastic hero.
07:14As I mentioned in the last developer update, we want to be slow with the changes to her,
07:20because we believe she's actually very powerful, and a lot of players haven't mastered how to play her correctly yet.
07:27With that said, we do think she is in need of a little bit of a bump,
07:32and we have some ideas to gradually bump her up until she's in a better spot.
07:37Now, one area where we might not see eye to eye on with the player base is we don't expect
07:44Sombra to ever be sort of a vicious assassin.
07:48Even though she's in the offense category, we could equally see her almost being in the support category.
07:55We see her more as a disruptor, a backline disruptor, than a frontline flanker or assassin.
08:03So, our goal is not to make Sombra kill people quicker.
08:07That's not what we're really interested in at this time.
08:10Maybe at some future time we want to steer her in that direction,
08:13but right now we're really believers in that disruptor direction.
08:17Now, Roadhog is another hero that we're making changes to, and specifically we're addressing the hook.
08:24It's important to know where the hook feedback is coming from.
08:28So, something we hear frequently is, the hook feels really unfair.
08:33I didn't like that hook that happened. Here, watch this video of the hook.
08:36We as Overwatch developers don't just come at things from, you know, we're not a Roadhog player and therefore we
08:44don't like being hooked.
08:45Or we are a Roadhog player and we don't like how the hook places certain characters in front of us.
08:50We have to come at it from both sides.
08:53We have to represent both sides, both the victim of Roadhog's hook and Roadhog himself.
08:58And when we started to look at the hook, we felt like there were unfair moments on both sides.
09:04There were times as a victim where you get pulled around a crazy, ridiculous corner.
09:09You know, there's all sorts of videos out there showing stuff like this.
09:12And likewise, we felt as Roadhog players that there were often times where the hook placed people in weird spots
09:19or you thought you should have gotten somebody and you didn't or you got the wrong person.
09:24So we want to address all these things by making the hook feel more consistent.
09:29So it doesn't feel like you're on Dorado and getting hooked to point to on Ilios.
09:33Next up is Diva.
09:36So Diva, we feel like she's just doing too much right now.
09:41As you guys know, we felt like she was a little bit underpowered before.
09:45We made significant changes to her.
09:48She got a big boost to her health pool.
09:50And she also was able to move faster while shooting.
09:55Now, something to keep in mind about Diva, what we think is very important about Diva is her mobility.
10:01We like that she is a tank that gets in and disrupts and also has the ability to get out
10:07when she needs to get out.
10:09Also, something very unique to Diva that no other hero has is that she does not need to reload her
10:16weapons at all.
10:17She can keep continuous fire going as long as she wants.
10:20Every other hero has a reload moment, which is either a moment for you to engage or disengage with another
10:29hero, and Diva doesn't have that.
10:31So what Diva's shooting cadence does is it allows for that range to exist where Diva's no longer effective and
10:41then Diva needs to readjust with her shift.
10:43Well, when she's too effective with moving and shooting and diving in on people and her survivability is really high,
10:51add to that the effectiveness of her defense matrix,
10:55it's really hard to come up with a definitive counter to Diva.
10:59So we wanted to bring Diva back a little bit.
11:04We need to pull her back a little bit.
11:06So she wasn't great at everything.
11:08But the important things to us were the mobility and that shooting cadence.
11:14We feel like defense matrix and her high health pool already help with her survivability.
11:20But we'll keep a close eye on Diva.
11:22We care about her as much as the very passionate community does.
11:26And if we get her wrong, we will fix her.
11:29Last up was Ana.
11:31Ana is a great character.
11:33I read a thread today that said, hey, Ana should be totally reworked.
11:38We don't agree with that.
11:39We think her kit is really great, the way her different abilities interact with one another.
11:44We just want to pull back her overall healing, especially on large coordinated groups of characters.
11:52We want to tone that down a little bit.
11:55So right now we're looking into changes with the grenade.
11:58We might look at other things.
12:00But we don't envision a drastic reworking of Ana.
12:05We actually think she's one of our cooler designed heroes.
12:08And we have a lot of faith in the design of the hero.
12:11But we do think she needs to be balanced back a little bit.
12:15But not anything overly dramatic.
12:18We don't want to see Ana disappear from the game.
12:20So that's not a goal of ours.
12:22So that's to address why we're doing the things on the current PTR.
12:27And hopefully give you guys a larger idea of what's going on on the PTR.
12:32One last point I wanted to make.
12:34Sometimes I hear people say, well, what's the point of the PTR?
12:38You guys don't make changes based on it anyway.
12:41And this can be further from the truth.
12:43We actually not only read your feedback very closely on the PTR.
12:48But we're looking at the statistics of what happens on the PTR very frequently.
12:54Most of the changes that show up on the PTR wouldn't have existed in the first place if it weren't
13:00for feedback that we're hearing from you.
13:03What tends to happen is that players who are happy with the changes that we've put on the PTR are
13:10less vocal than those who are not happy with the changes we have on the PTR.
13:15So it's sort of the people who are super happy and in agreement with the changes that we make are
13:22less likely to spend time going to places like the forums and saying, boy, I'm super happy with everything you're
13:28doing.
13:28Keep doing it.
13:29And they're more likely to go there when they disagree with something.
13:32So there's usually a little bit of a bias in the feedback towards the negative any time we put up
13:39the PTR.
13:40But that doesn't mean we're not listening.
13:42And it doesn't mean that feedback in both directions, both positive and negative, isn't useful and valid to us.
13:50I hope all this makes sense.
13:52We really appreciate the time that you guys have spent not only testing on the PTR, but giving, even if
13:58you can't be on the PTR, giving your thoughts on the patch notes, helping us make the game better.
14:04We're going to keep making improvements in this direction and we'll keep communicating with you guys on what changes are
14:10coming down the line.
14:11Thanks for everything.
14:22I'm gonna keep recognizing that as to what's the phrase that you say is that your feeding of yourself too
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