- 5 ore fa
Un lungo videodiario degli sviluppatori su Overwatch.
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00:04Welcome everybody to another developer update.
00:08My name is Jeff, I'm from the Overwatch development team.
00:12We're going to talk to you guys about a bunch of popular community topics today.
00:16And I sort of wanted to go into what is the team working on right now.
00:20I know a lot of people are wondering, you know, what's going on?
00:23We don't always get to hear from the Overwatch development team
00:26as often as we'd like to.
00:28I need to preface this by saying not everything that I'm going to mention
00:33is coming out immediately.
00:35Some of the stuff will come out in weeks, if not months.
00:38And then some of the stuff that I mentioned might not happen at all.
00:42Sometimes in game development you get pretty far along with some work
00:46and then you realize it's not working out the way that you want it to,
00:49so you end up removing it.
00:51So I'll do my best to be clear about what is definite versus what is maybe.
00:56Anyway, let's start.
00:57First of all, we have a lot of cool changes that are on our PTR right now,
01:02which is our public test region.
01:05Some of those are balance changes.
01:06I know one of the things that almost all of our players are always wondering about
01:10is the balance of the game and the balance of their particular favorite hero.
01:15So there's a lot to look at on the PTR right now.
01:18We have some changes to Widowmaker.
01:21We've increased her scope speed.
01:24You know, we got rid of that old animation canceling issue with her scope.
01:28that was very controversial in the community, but we felt like it was very important
01:32that we didn't have the ability to min-max power level on a character
01:39based on something obscure like animation canceling.
01:43So we're trying to speed up the scope to make it feel better
01:46without having something that's not quite understandable to everybody,
01:51which is, you know, the scoping in and out as quickly as people were doing before
01:55for that, you know, minimal power gain and the sort of situational awareness.
02:00So far the feedback we're hearing is that from Widowmaker players that she feels a lot better.
02:05We're really hoping that she becomes more viable and more played.
02:09Obviously if she's not, we'll continue to look at her and we'll explore further changes.
02:15We have some changes coming to Junkrat's trap as well.
02:18Genji can no longer dash through it.
02:20It used to be that Genji would dash and destroy it.
02:24Now Genji will get caught in the trap, very similar to how Tracer gets caught in the trap.
02:28This is both to help with Junkrat's viability, we hear a lot of interest in defense heroes being played more,
02:37and then also people wondering, you know, how exactly am I supposed to counter a character like Genji?
02:43Not that Junkrat's a perfect counter in every situation, but the trap change should help as well.
02:49We're also speeding up the activation time of Junkrat's ultimate.
02:54Now there's other questions, there's more changes than that on the public test region.
02:58You can read about them on our website or on our forums if you go to the community section.
03:04There are a lot more changes than that going on.
03:08But there are other heroes not immediately getting change that people ask us about often,
03:14and I wanted to talk a little bit about them as well.
03:16So for example, we hear from a lot of players, you know, what about Symmetra?
03:21It feels like she's being left behind, I don't see her as much as I want to, or I want
03:26to play her more,
03:27but when I do, my team, you know, yells at me to change.
03:30So we are looking at Symmetra.
03:33I don't think changes for Symmetra are as easy as some minor number tweaks
03:40that will have her available and ready for play in a changed fashion very soon.
03:47I think the types of changes that we want to look at for Symmetra might take us a little bit
03:52longer
03:52than something like the Widowmaker scope change, which was relatively small and easy for us to do.
03:59I don't have details. I know more than anything people want to know,
04:02well, what exactly is Symmetra going to be when we come out the other side with her design iteration?
04:09It could be changes to some of her mechanics and just changing her overall feel
04:15through things like numbers and cooldowns. That's always a possibility.
04:20But we're going to look at some other changes and we're going to explore some other things as well
04:25that might be a little bit more dramatic in terms of design vision for her.
04:31Now what this doesn't mean, and I've seen a lot of this discussion going on in the community,
04:37there's a lot of pushing for Symmetra to be something that she's not.
04:41So a lot of times we see feedback about, you know, make it so Symmetra's turrets heal people,
04:46make it so people get healed if they're near the teleporter, make it so Symmetra's weapon also heals allies.
04:54We're not really interested at this time in exploring Symmetra as a healer.
05:00We know that she has been categorized as a support character in Overwatch,
05:05but that doesn't necessarily mean to us that she needs to be a healer.
05:09If that means that we have to move her out of the support category,
05:13we would rather do that than completely shift the character's design to something she was never intended to be.
05:21So we're not looking to make Symmetra a healer.
05:24What we are looking to do is make her more viable in more situations.
05:28I think right now she's perceived as being okay or acceptable if you're playing on defense on a first point
05:37or early in a match.
05:39Other than that, we really don't see Symmetra as being super viable in a lot of other situations.
05:46We know that she can be effective. We've seen her played very effectively and she has an incredible win rate.
05:52But for the most part, we want to make her less of a situational pick and more of a, you
05:58know,
05:59hey, I really like playing this character, I want to play her on offense or defense,
06:02and I want to play her in multiple different situations, not just defending a first point.
06:07So Symmetra is something that we're looking at.
06:11I would anticipate the earliest we would see changes in Symmetra would be about mid-November,
06:17but it could be much later than that because we don't want to rush it.
06:21We're probably going to do a lot of internal playtesting and then we would go to the PTR with her
06:27after that.
06:28So we are looking at Symmetra. I realize it might not be as quick as you would like for changes,
06:35but she is definitely on our list. There's a lot of other stuff going on.
06:39So we've also been looking at our spectating mode. This I'm largely talking about for eSport broadcasting.
06:48I know we have a ton of eSports fans and a lot of people watching the community tournaments that are
06:54happening right now
06:55and the professional tournaments that are happening right now. And there's a lot of requests for spectating features.
07:01There's a lot of exciting ones on the PTR. For example, a commonly requested feature was to be able to
07:08bookmark cameras.
07:09So you can go through the maps and you can set camera locations as a spectator. These are static locations.
07:17And then you can use a hotkey to instantly switch between these different bookmark locations.
07:23We also have added a camera that's always focused on the objective. So if it's an assault map, it will
07:30always be focused on the capture point,
07:32whichever one is active. Or if it is a payload, it will focus on the payload and follow it.
07:38So this should be really useful for people who are broadcasting or professionally spectating to be able to follow the
07:45action more.
07:45We've also done a lot of work on the camera to make it much more steady and fluid.
07:51It's very jarring for those of us who like to watch a lot of eSport if the camera is kind
07:57of jittering or moving around too much.
07:59So we've added a lot of smoothing to the camera that will make it easier for observers to follow the
08:05action.
08:06And then we've also added hotkeys for the observers to focus on specific players.
08:12So for example, if somebody is playing tracer in slot 2 and you hit shift 2 on the PC,
08:20you will now, whether you're looking at a static camera or that objective camera,
08:25it will look through the eyes of that camera and then be focused on that tracer and follow her.
08:31And if you switch cameras, it will also, you know, stay on that tracer, which is pretty cool.
08:36So we think those will be pretty great improvements.
08:39Now looking out way far past the immediate stuff that I'm talking about right now,
08:47a lot of people are wondering like, well, what else is in the pipe?
08:50So we are actively working on more heroes right now.
08:56One hero is very far along.
08:59It's coming together really well.
09:02We're play testing it internally across the entire company.
09:05And we believe this hero will see the light of day sooner rather than later.
09:10We also have another hero prototype that we're extremely happy with right now.
09:16This one is in very internal developer form is the best way I can describe it.
09:24We're using all placeholder models and effects and animations just to prove out that the hero is fun.
09:31But we feel like we've found another really great Overwatch hero that will see the light of day probably sometime
09:39next year on that hero.
09:41That one's further out than this one.
09:44We're also working on a lot of maps.
09:47And maps are interesting to talk about because we work on a couple different kinds of maps.
09:53We work on maps for pre-existing modes and we have one of those that's very far along right now
10:00to the point where we play tested it enough where we're putting art into that map now.
10:05So that means that our level of confidence in that particular map is very high.
10:10Like I mentioned, that one's for an existing game mode.
10:13I think players will really like both the map itself and then also the way it looks and the story
10:19behind it is going to be really cool.
10:20We have another map that is in prototype form that's an existing game mode map that's much further out that
10:28we're looking at.
10:29And then we have a number of maps, like I think about four maps that are prototype developer only stages
10:40of new game modes that we're experimenting with.
10:43And it's very important for me to mention on these that I don't think all of them will become actual
10:50maps that we'll end up launching.
10:52We make a lot more stuff internally on the Overwatch development team than we actually release into the game.
10:59Often times we find that these prototypes that we try don't work for various reasons.
11:04The main thing that sort of steers us away from releasing some of these maps and modes that we have
11:10internally is when particular heroes are broken on them.
11:14You know, for example, if somebody says, you know, on this map, you know, Tracer is useless.
11:19Or in this game mode, there's no reason to have Tracer, there's no reason to have McCree or whatever hero
11:25might be the problem.
11:27We'll usually move away from that game mode if we can't solve the problems.
11:32We want Overwatch to first and foremost be about our heroes and not be about gimmicky game modes.
11:40But we are really excited and really actively exploring, working on other game modes.
11:45And along with them comes new maps.
11:48So that's been a lot of fun for us.
11:50I'm hopeful that at least a couple of those new maps and game modes will see the light of day
11:56eventually.
11:56They will take us longer to get to than some of the other stuff.
12:00But it's something that the team has a great passion for and wants to see more of.
12:06There's a ton of great ideas both on the team and in the community.
12:09So we're chasing all of that.
12:12Obviously, there's a lot more being worked on than just these things that I mentioned.
12:18But I really wanted to talk about the things that I see the most passion in the community, which is,
12:22you know, new maps, new heroes, new game modes.
12:25Kind of wanted to reassure you guys that we're focused on all of these things in addition to other stuff
12:31like the spectator mode.
12:33And then there's just some small quality of life things that we want to provide for the community.
12:38In an upcoming update, our hope is to allow you to unlock things like more voice lines and more emotes.
12:46So that's just one example.
12:48And be able to use them all at once and have them equipped.
12:51So we think that would be a lot of fun.
12:53It's a common feature that we see requested in the community.
12:57And we want to be responsive to stuff like that as well.
12:59So we're not only working on the big stuff like new maps and new heroes, but we're also working on
13:05small quality of life features like that.
13:07And then we want to pay attention to our eSports community and do stuff like the spectator improvements as well.
13:14So there's a lot of stuff going on.
13:17We know not all of it comes as fast as you would like.
13:20I just hope you trust us and are reassured in the fact that the reason it takes so long is
13:25because we want it to be very high quality.
13:28We want it to be right when it comes out.
13:30And we hope that you know that if it's not right when it comes out, whether it be a new
13:35feature or hero balance, that we're working on this game full time and we will go back and we will
13:41make it right eventually.
13:42So that's the update for today.
13:44Thanks so much for putting up with my lengthy explanations of everything.
13:49And I look forward to talking to you guys again in the next one.
14:00Thank you.
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