Overwatch Dev Tracker


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Latest Patch NotesOverwatch PTR Patch Notes – November 13, 2019 (7 days ago)

19 Nov


Hey there if you DM me your Nintendo Network ID I can have our live ops folks look into this. If Overwatch has never worked for you this may be due to compatibility issues with your wireless router. If it has worked for you previously it may be some network issues between you and our servers.

Sorry you’re having issues.

14 Nov


I wanted to make everyone aware of a change that we are making to our PTR Bug Report Forum and provide some additional transparency as to why we are moving in this new direction.

Starting today, each time we release a major update to the PTR we will be locking all old PTR Bug Report threads. The reason for this is to ensure that each new issue for the current PTR can be tracked appropriately. Recently we encountered an issue where an older thread from a previous PTR revision was resurrected due to similarities in the symptoms associated with the issue. We had closed the older issue on our side through our bug tracking software and additional comments were being associated with the wrong patch content. Had the new issue received its own dedicated thread, we would have been able to better identify and separate root cause much more effectively.

This change will not affect our normal Bug Report Forums, as any issue that makes it out to the live environment is tracked separ...

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13 Nov


Overwatch PTR Patch Notes – November 13, 2019

Post
7 days ago - Molly on Blizzard Forums - Thread - Direct

Overwatch PTR Patch Notes – Nov 13, 2019

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that platform.

INTR...

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Super happy you’re having fun! And thanks to everyone with feedback/ideas in this thread. Cheers

12 Nov


Fly into action and take up the mantle of the Valkyrie in Mercy’s Recall Challenge! Bring the new Overwatch short story, “Valkyrie” to life with story-inspired content available to unlock for a limited time.

From now until December 2, players will be able to earn a player icon, 8 sprays, and a legendary Dr. Ziegler Mercy skin, for a total of 10 new rewards.

  • DR. ZIEGLER - Learn how to unlock brand-new Mercy rewards
  • WATCH TO EARN - Earn special Mercy-themed cosmetics by watching Twitch st...
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11 Nov


10 Nov


Originally posted by LostVector

Thanks Bill! Please take a look at custom settings per controller type and auto detection of the current controller type at some point? It's impossible to "switch" between handheld/pro/detached modes without editing the settings *every* time I dock and undock!

Really great feedback, I'll talk about this with people on Monday.

09 Nov


Performance on all platforms is super important to us. We’ve fixed a few common client crashes, and did a lot of work on performance in the patches. We will keep this effort up, and appreciate all feedback! It really helps us know where to focus.

Cheers!!!

08 Nov


07 Nov


An update with some clarifications and answers to common questions I’ve seen:

Commands and logic still happen on tick boundaries, but for shots that were triggered between tick boundaries we re-position the game state to that sub-tick frame of reference for hit detection (for example, if you fired 8ms before a tick boundary, we rewind both yourself and others backwards in time by an extra 8ms so that everything lines up w/ that point in time).

We do update the players most up to date view/aim direction every rendered frame, but this is cosmetic only relative to the logic update rate.

Client framerate doesn’t matter for the server, since we never send more than one input per tick to the server.

It’s not an interpolation between end of tick inputs, we’re actually using where you’re aiming when you click.

As has been noted by others, this is only affected by the polling rate of the mouse hardware, the DPI and sensitivity don’t matter. The system is ...

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[PC] Overwatch Hotfix - November 6, 2019

Post
13 days ago - BillWarnecke on Blizzard Forums - Thread - Direct

A new hotfix is now live on Windows PC. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our ...

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06 Nov


Problem with game licence

Comment
15 days ago - /u/BillWarnecke on Reddit - Thread - Direct

This can happen when Battle.net is having issues. If it didn’t resolve please hit up our customer service. Sorry for the hassle.

No max. Loot boxes are generated when you acquire them, so that counter is just looking at ones with a flag that says you haven’t “opened” it yet.

None of it was transferred. Early Overwatch also had ability trees, but that system wasn’t carried over either.

Cheers!

Hey there we’re looking at a client only patch to turn down this sound, but even if we’re not able to get that out the Overwatch 2 notification is only up for a week. Cheers

Doomfist's crosshair?

Comment
15 days ago - /u/BillWarnecke on Reddit - Thread - Direct

Hey there this is a bug. We have a fix in test but no eta on that patch. Sorry for the hassle.

05 Nov


1.42 Known Issues List

Post
15 days ago - CaLee on Blizzard Forums - Thread - Direct

Patch 1.42 Known Issues

Disclaimer: This is not a complete list of all currently tracked issues affecting this build of Overwatch, rather this is a targeted list of some known specific issues with this release.


HEROES

Brigitte

  • Shield Bash does slightly less damage when impacting an enemy that has regenerated shield health.

Doomfist

  • Somtimes the sound effect for Rising Uppercut does not play.
  • There is a circle around his crosshair that persists through changing your reticle.

Other

  • All players lose Gyro control for a couple seconds when D.Va is ejecting from her MEKA.
  • Toggle Crouch works inconsistently when Enable High Precision Mouse Input is enabled.

Hi everyone! I’m Derek, a gameplay engineer on Overwatch and wanted to run through this new feature in version 1.42, and exactly what it does and how it works.

First, a quick summary on how aiming and shooting happens in Overwatch. Overwatch simulates (or ticks) every 16 milliseconds, or at 62.5Hz. Each tick, we update the players aiming direction based on whatever raw inputs we’ve received from the mouse hardware since the previous tick. If the player has pressed primary fire, we then launch their shot in that direction (assuming they are alive, have ammo, aren’t in the middle of some other action, etc.)

Despite this being a conventional way of handling mouse input in a first-person shooter, we wanted to do better. Many gaming mice these days support 500Hz, 1000Hz or even more in terms of polling rates. At 1000Hz, this means the mouse movement done between game ticks can be done by as many as 16 discrete mouse movements delivered from the hardware. An example here may...

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At BlizzCon 2019, we presented a first look at the sequel to Overwatch. With improved visuals, technology, and immersive storytelling, Overwatch 2 is set to build upon the foundation created by the original game and bring the world and its heroes to life like never before. Senior Art Director Bill Petras, Assistant Art Director Arnold Tsang, and Technical Director John Lafleur were on stage to share insight about the team’s work.  

The development team set out to evolve the artistic style of the original game for Overwatch 2 with a number of goals in mind: update hero visuals, highlight storytelling, and i...

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