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  • 18 ore fa
Un nuovo videodiario sulla modalità competitiva di Overwatch.
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00:05What is up, everyone? This is Jeff from the Overwatch team.
00:08We are very, very happy to have so many of you joining us from the launch,
00:13and it was an amazingly smooth launch,
00:15and we really appreciate your patience and support throughout the whole thing.
00:20It's been very overwhelming to the entire team and to all of Blizzard
00:23to have so many people enjoying the game right now.
00:26So thank you for being a part of Overwatch.
00:28We are working on a lot of things to update the game and keep it fresh.
00:33We've got new heroes in the pipe right now.
00:36We've got new maps on the way, and they'll be coming later this year,
00:40so we're very excited for that.
00:42And there's also just a lot of quality of life features
00:45and other features that we're working on.
00:48For example, someday we really want to improve on our spectate mode
00:52for both broadcasting and observing,
00:54so that'll be exciting when that finally happens.
00:57But the thing that we're working on right now
01:00and really focus on and hoping to deliver at the end of June
01:04is our Competitive Play update.
01:06So you might be wondering, first of all, what is Competitive Play?
01:10So as you guys know, the default way to play Overwatch is in Quick Play,
01:14and that's where we want you to be able to sort of casually,
01:18as easily as possible, get into a match of Overwatch and just have fun.
01:22Just play the game however you want to play.
01:24If you want to be four Maze and two Lucios, go for it.
01:28You know, have fun. Maybe you win, maybe you lose.
01:31Whatever works for you.
01:33But Competitive Play is an area where players who want to take the game
01:37a little bit more seriously can focus their efforts.
01:40So, with that in mind, we had tried some versions of Competitive Play
01:46in the beta, and we got a lot of feedback that was super helpful to us.
01:51A lot of what we were hearing was that our Competitive Play format
01:55was actually not competitive enough for people,
01:58that they wanted more of a sense of skill,
02:02and they wanted to know exactly how they ranked against other players.
02:06So, we really went back to the drawing board in a number of ways
02:10on Competitive Play from what we had in the beta,
02:13based on your feedback,
02:15and we're hoping that this new version speaks more
02:19to our Competitive Players and what they're seeking.
02:21So, let's go over some of those changes right now.
02:24The first thing that people were very vocal about,
02:27I think at the time it was the number one upvoted thread on Reddit,
02:31was about the season length, and what we had had in the beta
02:35was a one-month season.
02:37And the reason we were doing this at the time was
02:39our system was more progression-based,
02:42and it was fun to reset the progression every month.
02:45But we heard you loud and clear that you want to know
02:49what your skill rating is, and you want to be able to stay at that
02:53for some period of time so other players can, you know,
02:56see you at that skill rating, and you can see some progression
02:58either up or down in that skill rating.
03:01So, we are changing to more of a three-month season.
03:05We're going to base our seasons on the real-world seasons
03:09in the Northern Hemisphere.
03:10So, for example, the season that we'll start with
03:13when the Competitive Play feature comes out will be Summer.
03:17And then you'll basically play for about two and a half months.
03:22We're going to have a slight period of time
03:24where we take a break between seasons just to allow for everybody
03:28to sort of reset.
03:29And then we'll start the new season right after that.
03:31So, Fall will come after that.
03:33So, that's our plan right now to have longer seasons.
03:37The other thing that we got a lot of feedback about
03:39was how the formats worked within Competitive Play,
03:44specific to both Assault and Escort and our Hybrid modes.
03:49So, we've made some changes there.
03:51I'm not going to go into all the details,
03:53and we'll be providing those very soon.
03:55But I'd rather talk about some of the high-level goals
03:58and the problems as you guys had seen them.
04:02And hopefully we're addressing those.
04:04So, one was that the game would often go into sudden death
04:10too often.
04:11So, what we were seeing, mathematically,
04:13it was actually possible about 50% of the time
04:16for these matches to go into overtime,
04:18which we thought was too much.
04:20Statistically, what we were seeing
04:22is they were going into sudden death 35% of the time,
04:25which was still way too much for us.
04:27We actually like sudden death.
04:29When it is a very close match,
04:31it's a cool moment to have where, you know,
04:34both teams, you know, it's a coin toss.
04:36Which team is better?
04:38They both competed at a really high level.
04:40Great, let's go to sudden death.
04:42But we wanted to minimize how often that happened.
04:45We wanted it to be a rare, special thing
04:47when the teams were, in fact, very close
04:49and not just something that was happening, you know,
04:5235% to 50% of the time.
04:55So, we have some changes in place
04:56that will greatly minimize the number of sudden deaths
04:59that you see.
05:00The other thing with sudden death that we think is really cool
05:03is now when sudden death does happen,
05:06it will resolve on the map that you are playing.
05:09So, if you are playing Dorado and the map is going to go to sudden death,
05:14the sudden death will be played on Dorado.
05:16It won't go to a random control point map after that.
05:19The other thing that we are hearing a lot about was our Assault Mode.
05:23So, this is maps like Temple of Anubis
05:25or Volskaya Industries or Hanamura.
05:28We heard that these maps were flipping too quickly.
05:32They were highly dependent on one or two team fights
05:36for the attackers
05:37and then the maps were over way too soon.
05:40So, we have changed the format in Assault
05:42to make those maps last longer
05:44and have more of a chance of back and forth between the two teams.
05:48So, you are probably wondering, you know, exactly what does all that mean?
05:51And I apologize for not giving all the details right now,
05:54but we are going to have a lot of explanations coming very soon
05:58that is going to detail what is going on in Assault
06:02and the other format changes.
06:04But we thought that was very important to address.
06:08And then the other part of competitive play
06:10that was really sort of the crux of where we were hearing feedback before
06:15on our old system was progression versus skill.
06:19And our old system that we had in beta leaned so heavily towards progression.
06:25Before you were progressing through these tiers,
06:27we had, you know, Challenger, Advanced, Expert.
06:30And once you were within a tier, you couldn't drop out of that tier.
06:34You would just sort of stay there for your time
06:36and then you would gain diamonds within that tier.
06:39And we got a lot of critical feedback that we thought was fair on that system
06:44where players were basically saying, you know,
06:47hey, it's cool that I'm going up in tiers and stuff,
06:50but it feels like a grind.
06:51And I just want to know, you know, where is my skill compared to other players' skill?
06:57This is competitive mode after all. Let it be competitive.
07:01We took that to heart and the way the system is going to work moving forward
07:06is we are actually, from now on, we're not having tiers at all.
07:11We're going to directly correlate what internally is called your matchmaking rating
07:18or MMR as players know.
07:21And we're going to directly correlate that to something that we're calling skill rating.
07:26And skill rating basically is going to go between 1 and 100.
07:31And when you come out of your placement matches in competitive play,
07:35we will directly show you your skill rating.
07:38We will show you all the other players who have placed skill rating as well.
07:43And when the match happens, when you're about to go and face off 6v6,
07:48we not only show everybody's skill rating right there on the screen,
07:52we'll also show you the team average skill rating
07:55so you can look right on that screen and see, you know, how fair of a match is this
08:00that's about to happen.
08:02Obviously, if you're the underdog, you stand to gain more and lose less in this new system.
08:07That's how a matchmaking system works.
08:09Not every match is going to be perfectly fair.
08:13But if it's not fair, you do stand to gain more if you win
08:16and you will lose less if you lose.
08:19And we're also even showing if people are partied on that screen.
08:24So when you're going into a competitive match, you're not going to have to make an assumption right away that,
08:30like, hey, I think that other team is a premade or, you know, they're all solo queue players.
08:36You're going to see right there on the screen who's matched up and who's not.
08:40So we feel like that level of transparency has been something that people have been really asking for in competitive
08:47play.
08:47They want to see their skill.
08:48They want to know how their skill matches up against other players.
08:52You know, the downside of a system like this, just to be frank, is that, you know, you're going to
08:58go down sometimes.
08:59It's not always a climb up the ladder.
09:01There are going to be times where your skill rating is actually going to go down.
09:05And that's what actually happens in a matchmaking system.
09:09But this is the sort of competitive system that we think players who are attracted to competitive play really want.
09:16And if it's not, I hope we've proven throughout the beta and our responsiveness to change competitive play over time
09:24that we're going to change the system over time to really be right for Overwatch and the players of Overwatch.
09:32What you guys need to know and understand is that we want this game to be as great as you
09:37do.
09:37And we're in there right alongside of you, not only monitoring the system, listening to feedback, but we're playing as
09:45well.
09:45So we're feeling exactly what you're feeling.
09:48And we have a lot of thoughts and opinions on this as well.
09:51So we appreciate your patience with us.
09:54We think the new system is going to be great.
09:57And if any parts of it aren't great right out the gate, we'll be there listening to feedback and, hey,
10:04guess what?
10:05There will be another season happening right after this one.
10:08And we'll make some adjustments and we'll improve the season from there.
10:12One last thing that I know a lot of you are excited about and we're asking questions about with competitive
10:17play is rewards.
10:18So rewards are always controversial when it comes to anything competitive and anything PvP-based.
10:24We don't want to do anything that involves power gain or anything like that.
10:28We really want it to be an even playing field.
10:31But we do have some awesome cosmetic rewards in the system.
10:35Not only will there be some sprays and player icons that you can only get by playing each season,
10:42but there is a very cool customized golden gun system that you guys are going to see.
10:50We think once you see things like Reinhardt's Golden Hammer,
10:53you're going to be pretty blown away.
10:55The highest skilled players will be able to unlock that stuff way sooner than anybody else.
11:01They'll have it before anybody else.
11:03And there will also be some exclusive other cosmetic rewards
11:07that only the highest skilled players can get that nobody else can get.
11:11So we feel like if you really earn some of these rewards,
11:14you'll be able to show off and be very unique from other players,
11:19which we think will be cool.
11:20So anyway, that's competitive play.
11:22I know you probably have a ton of questions,
11:24but please rest assured that there is more information coming.
11:28We will be very forthcoming with information
11:31and we'll answer as many questions as we can about the system.
11:35But this is all coming very soon to Overwatch,
11:39and we're excited to have you play alongside with us.
11:42Thanks everybody.
11:44We'll be right back.
11:45We'll be right back.
11:48We'll be right back.
11:51We'll be right back.
11:51We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52We'll be right back.
11:52Grazie a tutti.
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