- 9 minuti fa
Un videodiario che spiega i cambiamenti nella Stagione 2 di Overwatch.
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00:05Welcome back everyone this is Jeff from the Overwatch team here with another developer update today we're going to be
00:11talking all about season 2 now there's a lot of information with season 2 so I'm not going to cover
00:18every single detail here but you can rest assured that we'll have more information not only in the patch notes
00:24but as we get closer to launch of season 2 and coming off of the PTR
00:29will have even more information available to you so let's start with the things that I think matter the most
00:35to you guys first off skill rating what we learned with season 1 was that not every aspect of skill
00:42rating felt really good to most players so one thing that we think we got wrong in season 1 is
00:49that we chose a scale of 1 to 100 to represent skill rating and this was wrong for a couple
00:54of reasons one of the reasons was that when you went up or down sometimes
00:59you went up or down a fraction of an amount and it wasn't always clear to you how much you
01:05were going up or down or why you were going up and up and down so that felt off and
01:10weird to people the other thing was that the number itself is sort of ingrained in us like for example
01:16in our system a person with a 60 skill rating is actually an amazing Overwatch player
01:23if you had 60 skill rating you were in the top 6% of all Overwatch players but it didn't
01:31feel like that we see that 60 and a lot of us go back to our old school days and
01:36go oh what did I get a D on this? 60 is terrible but in fact 60 was an amazing
01:42skill rating so what we're doing for season 2 is we're putting the scale on a 1 to 5000 scale
01:48so that way there will be no more fractional
01:52updates you're not going to go up or down you're not going to go up or down half or a
01:56quarter of a skill rating anymore you'll go up whole numbers from now on we're also just trying to take
02:02the focus a little bit away from skill rating we want skill rating to be that gauge of where you're
02:08at as a player you know how am I performing right now on this on any given night or during
02:14any given play session but we don't want that number to be
02:18be the thing that you associate with you as a competitive player more than anything else so right now in
02:25season 1 what we're seeing is a lot of people saying things like oh I'm a 52 skill rating player
02:30I lost my rating last night I dropped to 51 I was really upset there's almost this association of a
02:38player being a certain number and we kind of want to disassociate that a little bit we want you to
02:45realize that the skill rating
02:46is naturally going to go up or down as you're playing competitive matches it's a very normal thing the system
02:53is calibrating towards you know where you are as a player so what we've done is we've created tiers around
03:00the different skill ratings and I'm not going to list them all out there are seven of them they have
03:05names like bronze silver gold etc they go up from there and roughly they cover
03:11about 500 skill ratings so for example gold goes from 2000 to 2499 would represent a gold player and what
03:23we want to do with the new system is try to focus you more on I'm a gold player I'm
03:29on average playing at a gold skill level and sometimes my skill rating goes up or down but I generally
03:38think of myself as a gold player or when I see a silver
03:41player or a platinum player or a platinum player above me I have a general idea of what their skill
03:46level is or how they should be playing the game the cool part of the tiers that we're going to
03:53do is at certain tiers we're not going to let you drop out of that tier except for the two
04:00highest tiers which are master and grandmaster all of the other tiers once you achieve that tier for the season
04:08you will remain in that tier for the season even if you're
04:11their skill rating drops below where that tier you know what you initially had to do to enter that tier
04:18we feel like this will feel feel better for players they'll know that they're a gold player and if their
04:23skill rating dropped into that silver range you know they'll get it back after a couple nights or maybe they
04:29just need a week to get it back or whatever but we don't want to have that debilitating feeling that
04:35players have when they they lose something in the game right now that 52 skill rating
04:40player feels just terrible when they drop down to 51 we want to get rid of that feeling and then
04:48you guys saw with the end of season rewards we always do these based on high watermarks so your end
04:55of season rewards for competitive points will all be based on what tier you reached however high you got in
05:03the tiers the highest watermark so you should feel pretty good even though you're playing maybe at a silver skill
05:09rating
05:10for the last week of the season if you ever got into gold you will get the reward for gold
05:16which should feel much better speaking of competitive points for reasons i'm going to get into soon we've multiplied these
05:24all by 10 meaning you will get 10 times as many if you have any banked right now we're going
05:30to multiply those by 10 but the golden guns also cost 10 more and i'll get into why we're doing
05:37that in a little bit
05:39so there's a lot of changes coming to the formats and the way that the game is played that are
05:46worth talking about this is stuff based on your guys feedback that we were listening to
05:50we wanted to adjust how competitive felt in general the number one piece of feedback that we received is that
05:57players don't like the coin toss we don't like the coin toss either the coin toss is going away
06:02in fact all of sudden death is going away so what does that mean well first of all for the
06:08control maps like nepal there is no sudden death it's still you know three out of five you'll play your
06:14matches there will always be a winner for the assault modes
06:19which is maps like volskaia industries or hanamura uh we're still using our time bank system that we have which
06:28means you know you have a set amount of time to play the match if your team finishes very quickly
06:34then when the next round happens you have that remaining time to use um we've made some adjustments there so
06:41one thing that we've done is after the initial first round capture of point a so every other time besides
06:49besides that one that i just mentioned uh we'll always give a bonus 30 seconds the reason we're doing this
06:56is there were those awkward times where you would capture a point in in overtime and then the map would
07:03just end and you never have a shot at the second point so we want to make sure that if
07:08you're having a really great comeback moment you have a shot i mean albeit 30 seconds is really fast and
07:15aggressive but we want to at least give you that chance to get to the next point
07:19and make a final push and take it so we will be giving you 30 seconds there on the flip
07:24side where we used to give you two minutes of bonus time when a match would run out and you'd
07:31be below two minutes let's say you had 30 seconds left when your team took it we used to bump
07:36you up to two minutes that's only going to be a minute from now on so we're getting more aggressive
07:42with the time we saw the capture times that you guys were posting
07:46and we're doing our tuning around that so you'll only have a minute from now on when we do give
07:52you bonus time the other thing we're trying to do with the bonus time is make it as fair as
07:57possible so if we give one team bonus time because they didn't finish within the allotted time of the match
08:04we will give that bonus time to the other team even if the other team has six minutes left
08:10and the first team has 30 seconds left we'll bump the one team up to a minute and then we'll
08:18give that extra 30 seconds to the team that had six minutes we we know that it's time-based so
08:23it needs to be fair to both teams for it to be time-based so that's what's coming to assault
08:29the exciting thing for us is the time bank system like i mentioned will also be coming to what we
08:37call our hybrid game mode
08:38which is uh maps like nombani or king's row as well as the full payloads which which are maps like
08:45uh dorado and gibraltar for example uh the time bank system will come to those so if you push the
08:52payload all the way to the end and have three minutes left you will get another round to now see
08:58how far you can push the payload um ties should be very very rare on the hybrid maps and the
09:06payloads
09:06uh on the payloads the only times that a tie is realistically going to happen is if nobody pushes the
09:13cart at all either team which seems exceedingly rare um and then on hybrids uh ties will only happen if
09:22nobody initially captures the payload so for example on king's row if if nobody takes point a um on either
09:30team that would result in a tie we know that ties are not entirely satisfying for players but what
09:36what we've learned over the months and months of iteration on competitive mode is that sudden death is not satisfying
09:43for players it always feels like one team kind of got um the bum end of the deal so we
09:49want to make sure that we have ties instead of sudden death but ties are very very rare i mentioned
09:56before that we did that multiplication to competitive points and this is so that we can give both teams at
10:02least some competitive points for a tie it won't be as much
10:06as a win but we want you to get something for that time investment so um there will be ties
10:13from now on ties should be very rare um but we think overall the time bank system coming to escort
10:20and payload will make those modes way more exciting and way more competitive uh one concern that players had was
10:27that the whole competitive experience like an entire match might be too much time so we looked for a lot
10:32of opportunities uh for example within um
10:36assemble your heroes as one of the examples for places where we could trim time the initial assemble heroes time
10:42is what it's always been but subsequent assemble your heroes we've trimmed down that time quite a bit uh i
10:50just want to address a couple other concerns that that will be hitting with season two
10:54um we had some concerns about um players grouping in widely disparate skill ratings meaning you might have a level
11:0640 player grouped with a level 70 player i'm sorry not level skill rating so we're addressing this problem we're
11:13getting way more aggressive with how close you can be to one another when it goes on to the ptr
11:20in our new skill rating system which is one through a thousand
11:23you can only be within a skill rating of 500 we're going to see how players feel about this if
11:30it's too aggressive we'll loosen up on it a little bit but you have to realize what we're fighting with
11:36here is the desire for people to play with their friends versus the unfairness of widely disparate skill ratings grouping
11:44with one another so it's a tricky place for us to get to in terms of balance
11:49we're hoping those of you who play on the ptr and group with friends kind of give us your feedback
11:56about what you think that right number is that's something that's not terribly difficult for us to iterate on so
12:03we'll be looking at that the other thing that we'll be introducing with season two uh was something that people
12:08were concerned about this is only going to affect really the top end players but i know everybody was concerned
12:14about it and that's skill rating decay
12:16so if you are a master or grandmaster skill rating player as well as diamond you will now be subject
12:27to skill rating decay and what that means is if you don't play competitive overwatch for seven days you will
12:35lose 50 skill rating every 24 hours and that has a floor you will only go down to the bottom
12:42of diamond it's not like you will drop all the way to the bottom of bronze
12:46but we really want those top end players to not just earn their spot and sit there for the rest
12:52of the season we want them to be playing competitively and earning their spot so they'll have to keep active
12:59in the system it's not it's not you know brutal it's not like we're asking you to play 20 hours
13:04a day we're just making sure that you're checking in with the system and still playing so that will happen
13:09also for our top 500 players we're going to require that you have at least 50 matches played
13:15so you'll know if you see a player in the top 500 that they're somebody who hasn't just you know
13:21completed completed their placement and got really really lucky and you know the time had passed so they they happen
13:28to end up in the top 500 that they're players who are really actively and aggressively playing competitive mode there's
13:36way more changes than i just mentioned there's a lot of details
13:39we're we're working to make sure that the patch notes are as detailed as possible and we're working on other
13:45forms of communication because we know how much you guys care about competitive play and overwatch and we want season
13:52two to be a really great step forward for everyone we want season two to feel kind of like a
13:58new beginning and like a really awesome moment where everybody can come back and try the system again and feel
14:05much better about the direction
14:07that it's taking we have a good amount of time on the ptr so we're excited to hear your feedback
14:14there are a lot of things that we can change while we're on the ptr so we'll be listening to
14:19that feedback we'll be playing ourselves and getting a feel for it but we want this to be the competitive
14:24system that you guys want we want it to be awesome for you it's your game it should feel amazing
14:30so please join us on the ptr let us know your thoughts we hope you enjoy the system and we'll
14:37give you more information as soon as it's available thanks everybody