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Un video di introduzione per la nuova modalità Competitive Play di Overwatch.
Trascrizione
00:04Hey everybody, this is Jeff again from the Overwatch team.
00:08Really exciting update for today
00:10because we're going to talk about competitive play.
00:12This is one of the top requested features from the community.
00:15A lot of people were wondering,
00:16are we going to have something in by launch?
00:18Well, it's very exciting for us to put the competitive play
00:21into the beta so we can start seeing it, feeling it,
00:24and getting your feedback.
00:26So we want to give you kind of a broad overview
00:28of what it's going to be like,
00:30and then set your expectations in the right direction
00:33because we're going to do some development on it now
00:36and test it in beta,
00:38but we have further plans for it in the future
00:40to make it even cooler.
00:41So here's what you're going to see in the beta immediately.
00:45First off, there will be, now under the play section,
00:48there will be a competitive play option
00:50next to the quick play option.
00:52This option unlocks for you when you're level 25.
00:56A lot of people are wondering,
00:57you know, how do we come up with level 25
00:59and why is it there?
01:01The thought was that level 25 is relatively easy
01:04and fast for players to achieve,
01:07but it's enough of a barrier to keep brand new players
01:11sort of out and away from the system.
01:13We understand that players who are playing competitive play
01:16are very serious about the experience
01:18and don't want to be matched with players
01:20who don't know the heroes
01:22or don't necessarily know the maps yet.
01:24So we felt like 25 was a pretty good compromise.
01:28The other big question that I'm sure a lot of you have is,
01:30you know, is it single queue only?
01:32Is it group queue only?
01:33Because we've talked about a lot in the past.
01:36And the cool thing is we've come up with a system
01:38that's going to allow it to be any group size that you want,
01:42one through six.
01:43So if you want to queue by yourself,
01:45we will match you with other players of similar skill.
01:49And if you want to group as two or three or four or five
01:53or even six, we'll accommodate that.
01:56And we'll do our best to put you against groups of equal sizes.
01:59And we think we have a pretty good system in place
02:01to ensure that that works and feels really good for everyone.
02:05So unlike quick play,
02:08competitive play is what we call a single match queue.
02:11So quick play will put you into a match,
02:14and the games will just kind of keep rolling
02:16until something happens that makes the players have to disperse
02:20and no longer play their matches.
02:22But it will be different for competitive play.
02:24So what will happen is you will queue up,
02:26either by yourself or in a group.
02:29You will get put into a match,
02:31and if it's an attack-defend map, what we call Assault,
02:35or one of our payload maps, which we call Escort,
02:38you will play once as the attacker and once as the defender.
02:43And then afterwards, it will sort of resolve the match,
02:47and then it will be done.
02:49So what will happen is, let's take an Escort map as an example.
02:53If you get placed on an Escort map,
02:56and your team wins as the attacker and wins as the defender,
03:00you're considered the winner.
03:01And I'll get more into what being the winner means in a little bit.
03:06If the other team wins on attack and wins on defense,
03:10you've lost.
03:11So that seems all pretty obvious.
03:13So what happens if you win on attack,
03:16but then lose on defense?
03:18Probably a lot of you guys are wondering,
03:20you know, how does that resolve itself?
03:21Well, in that case, the match will go to a sudden death overtime.
03:26Sudden death takes place on one of our control maps
03:29on a randomly selected point,
03:32but only on a single point.
03:34So you might end up on point two of Ilios, for example,
03:38where it will resolve a single point of sudden death overtime
03:41to determine the winner.
03:43We feel like this is a really exciting way to resolve the matches.
03:47A lot of people have asked us, you know, why not stopwatch?
03:52Stopwatch is something we're very familiar with.
03:53For those of you who aren't familiar with stopwatch,
03:56what it refers to is one team winning or taking a certain objective,
04:02and then another team having to do the same within that time or better.
04:07And the reason we've sort of steered away from stopwatch
04:10as being our competitive format
04:11is we really like seeing matches played through until the end.
04:16We feel like there's a lot of fun, cool competitive gameplay
04:20that happens in moments like, for example,
04:22on Watchpoint Gibraltar, watching a team defend the final payload approach
04:27where the rocket ship is.
04:29It can be very fun and exciting.
04:31And it's sort of anticlimactic watching a lot of stopwatch matches
04:35where a match will resolve, you know, sort of in the middle of the map
04:39in a place that doesn't always make a lot of sense.
04:43And it feels like it kind of skews the mechanics as well a little bit to us.
04:48The other thing is, for viewers, it can also be very confusing what's going on.
04:53And we sort of want to see matches played to completion.
04:56So that's why we've chosen this format.
04:59The other question you probably have at this point is,
05:01well, what happens to the control maps?
05:02So control maps, we're trying an experiment.
05:05if it doesn't feel good or if it feels off in some way,
05:09you know, we have some other ideas.
05:10But for control maps, we're going to try a 3 out of 5 system
05:15rather than a 2 out of 3 system.
05:18So that means you will play some of the same points
05:20more than once on a control map.
05:22And the reason for this, the reason for 3 out of 5,
05:25is to try to match the time commitment
05:28that a mirror match of, let's say, escort or assault would take.
05:32So those are some changes to how the matches will work in competitive play.
05:38Now, more important to a lot of you guys is,
05:41well, what about progression and how does progression work?
05:44So there's a really cool system in place.
05:47It's similar to a lot of other competitive systems that are out there.
05:52We spend a lot of time examining the competitive systems
05:55that you guys referred to us,
05:57as well as all the competitive systems from previous Blizzard games.
06:01And what we've come up with is a system where there are 5 tiers.
06:05And tier is kind of an arbitrary word,
06:07so let me explain it a little bit better to you.
06:09The 5 tiers are called Challenger, Advanced, Expert, Master, and Heroic.
06:16Within each of the tiers, with the exception of Heroic,
06:19which I'll get a little bit more into in a second,
06:21within each of the tiers there are 5 divisions.
06:25So it goes from Division 1 to Division 5,
06:28Division 5 being the most prestigious.
06:31So everybody will start out,
06:33if you've never played Overwatch competitive play before,
06:37you will start out as a Division 1 Challenger.
06:41And your goal there is to sort of work yourself all the way to the next tier,
06:46which in this case would be Advanced.
06:47And the way you do that is through advancing through the divisions.
06:51You know, Division 1 to 2 to 3, etc.
06:53The cool part about the Challenger tier is you can't lose any points.
06:59So when you win matches, like I said previously,
07:02you're earning or losing points.
07:04Except if you're a Challenger, you don't lose points.
07:07So you can only positively progress out of Challenger.
07:10Now things get more difficult as you get into the other tiers.
07:14So in Advance, you can actually fall back into Challenger.
07:18Or if you're an Expert Division 1 and you lose enough,
07:21you can fall back into Advance, for example.
07:25So it does become more competitive and more difficult
07:29to work your way up the ladder as you get further along in the system.
07:34Now Heroic is different.
07:36Heroic does not contain five divisions like the other tiers do.
07:41Heroic is more similar to, to use an example that some of you will know,
07:47Hearthstone Legendary.
07:49Once you get to Heroic, our plan is to show you your actual rank
07:53against all of the other Heroic players.
07:56So really the best players in the world will be Heroic players
08:01and you'll see an actual rank number for them
08:03and where they stand in the world.
08:06Now in the first iteration of competitive play
08:08that you guys are seeing or getting to experience right now in Overwatch,
08:13Heroic is just going to be a tier unto itself
08:16and we're not going to show the ranks just yet.
08:19We feel like there's a lot of tuning and balancing
08:21that we need to do before we really start that rank system.
08:24So we sort of want to get something out there
08:27that you can wrap your head around.
08:29We want to make sure that the match format is feeling good,
08:33that the queue times are working correctly,
08:35that the match times are working correctly.
08:38As we get deeper into the system, you know,
08:40either approaching launch or post-launch,
08:43we're going to make Heroic available in terms of its ranks.
08:47You can get to Heroic now, you just won't be able to see your ranks.
08:50Kind of segueing, at first, because we're in beta,
08:55we're not going to run actual seasons yet.
08:58We're going to call it pre-season for some time.
09:01And pre-season might even expand past the beta period.
09:05We might even roll a couple of months of the live game
09:08in what we call pre-season to make sure that the system is right.
09:12And pre-season basically will function just like the actual game will.
09:16we're just making sure that things feel right
09:19and we're doing tuning and iteration.
09:21When the game goes live, the plan is to do one month season,
09:26starting on the first of every month.
09:28So it will be very understandable, you know,
09:30how to climb the ladder and when to do it.
09:32You're going to always be looking forward to that first of the month
09:34because you'll always have a chance to sort of level up
09:38and re-go through the competitive system.
09:41In beta, we're going to do some different things.
09:44The pre-seasons, we need to do testing.
09:48So we're going to do them faster than a month.
09:50We might have one that runs longer than a month.
09:53We're going to be experimenting with timeframes in the beta
09:57that are not accurate to what our actual plans are.
10:00So you should sort of prepare yourself for that.
10:03And the final thing I wanted to touch on was rewards
10:06because we know players are looking for different sort of motivations
10:10to do things like competitive play.
10:12It's very important for me to get this out there early to you guys.
10:16Competitive play is not supposed to be about rewards.
10:20The competitive play in and of itself should be rewarding.
10:24The types of players that are drawn to these systems
10:26are more there for the really healthy competition against one another
10:30and seeing their standing against other players.
10:32So when it comes to rewards, we want to make sure
10:36that they are light and cosmetic only.
10:39And in the early pre-seasons in the beta,
10:42we don't plan to give out any rewards.
10:44We just want people testing the system
10:46for the sake of testing the system
10:50and not necessarily drawing players
10:52who really don't necessarily want to be in a competitive system
10:56there through rewards.
10:57But really critical for everybody to understand,
11:00we wouldn't be giving any sort of power gain
11:02or any rewards long term
11:04once we do add the rewards to the competitive system.
11:07They'll be light, they'll be cosmetic, but they'll be cool.
11:11So we'll be working on that.
11:13You probably have a lot more questions.
11:15I know that there's more to the system
11:17and a lot more details that I didn't get into right now.
11:21What we're going to do,
11:22there was a really great designer named Scott
11:24who worked on this system.
11:27He and I will both be answering
11:28as many questions as we can on the forums.
11:31We'll be talking to you guys.
11:33We'll be listening to your feedback.
11:35And then we'll really be watching how players
11:37approach competitive play in the beta
11:39to define what competitive play means
11:42when the game goes live.
11:44We really appreciate how invested you guys were.
11:47We appreciate that you pushed us
11:49to get this system in by launch
11:51and we're excited to deliver it for you guys.
11:53You stated how important it was to you
11:55and it was important to us to get it in for that reason.
11:59We want to hear what you say,
12:01so please leave feedback.
12:03We're paying attention to the community
12:05and we really look forward to seeing what you guys do
12:08with this system.
12:09Thanks everyone.
12:25I'm going to send out the team.
12:27We'll see you next time.
12:29We'll see you next time.
12:29We'll see you next time.
12:31We'll see you next time.
12:31You'll see you next time,
12:32Let's go.
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