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0s | -Yeah. Okay. -Good? Good to go, anytime? |
---|---|
3s | Camera roll. |
4s | Hey, everyone. I'm Gavin Winter, |
6s | Senior Systems Designer |
7s | on the Overwatch team. |
8s | We're back with another Developer Update |
10s | to talk to you a little bit about some of the upcoming Competitive changes. |
14s | My teammate, |
15s | Senior Research Scientist Natasha Miller, |
16s | will tell us about updates |
18s | to Defense Matrix a little later. |
19s | A few weeks ago, we heard from Aaron |
21s | that heroes are coming out of the Battle Pass |
23s | and they'll be available for free the day they launch. |
26s | He also talked about the new Mythic Shop, as well as the upcoming Clash playtest. |
29s | He closed with a little sneak peek at what we're covering in this Developer Update. |
33s | Season 10 is just around the corner, |
36s | and we're excited to share these changes with you, |
38s | starting with how we're updating the way you can play with friends this season. |
42s | So, let's talk about exactly how that will work. |
45s | We think Overwatch is at its best when you're playing with friends, |
48s | so our new system in Season 10 let's any rank group with any other rank. |
52s | That means, for example, |
54s | if you're Plat and you've never been able to group with your friend in Bronze, |
57s | you will be able to do that now. |
59s | We'd refer to your group as a Wide Group, |
61s | because you and your friend are pretty far apart. |
63s | There are some trade-offs for Wide Groups, though. |
66s | They only play against other Wide Groups, the queue times could be longer, |
69s | and the matches will be sillier. |
73s | We'll still use our role delta tech |
74s | to try to match you against similarly shaped groups. |
77s | So, if you're a Plat tank and your friend is a Bronze support, |
80s | we'll try to find another Plat tank and Bronze support |
82s | to match you two against. |
83s | At the end of a Wide Match, you'll see a new modifier, |
86s | just for this system. |
87s | Avoiding boosting is really important to us, |
89s | so the wider your group is, |
91s | the less your rank will change after any match. |
93s | If you're Bronze and you're grouped with a Champion player, |
96s | you can expect almost no change to your rank, regardless of the outcome. |
99s | We expect all this to be a huge match-quality win for our Solo players, |
103s | because they'll never play against Wide Groups. |
105s | We think of groups that are close in rank as narrow. |
108s | So, Narrow Matches will only be Solos and Narrow Groups. |
112s | All this means that you'll be able to choose |
115s | whether you want to prioritize the highest match quality |
117s | or playing with friends. |
118s | We're also expecting to see fewer smurfs after these changes too, |
122s | since we know some players were only creating alt accounts |
124s | to play Competitive with their friends. |
126s | We've heard your requests for more avoid slots, |
128s | but having more than three in our current system |
131s | breaks matchmaking for high-skill players. |
133s | We realize that basing our avoid count on that restriction |
136s | hamstrings the system for 99% of players, though. |
139s | So, to add all the new features we're about to discuss, |
142s | we had to rethink what it means to avoid players, from the ground up. |
145s | First off, we're increasing the number of avoid slots to ten. |
149s | We're also going to let you pin some avoided players |
152s | so that they never fall off your list. |
153s | The trade-off we make to get these features |
155s | is related to our next new feature. |
157s | You'll now be able to prioritize your avoid list, |
159s | where players at the top are most likely to be avoided. |
161s | For players below Grandmaster - that's most of us - |
164s | you can expect all ten avoid slots to be reliable. |
167s | But we still want to give you the tools |
168s | to organize your list by how much you dislike the players on it. |
171s | For our highest-skill players, this feature is particularly important, |
175s | because if we can't find a balanced match, |
177s | we'll start ignoring players at the bottom of the list, in order, |
180s | as queue time increases. |
182s | Another area we're addressing will bring changes to our leaver penalties |
185s | for Unranked and Competitive play. |
187s | Right now, on the Unranked side, |
188s | our penalties kick in when you leave four out of your last 20 games, |
192s | and get worse when you leave six out of 20. |
194s | We aren't changing those, |
195s | but we are adding a more lenient five-minute penalty |
198s | if you've left two out of 20, |
200s | and a much more harsh 48-hour penalty |
202s | if you've left ten out of your last 20 games. |
205s | Now, there aren't a lot of players leaving more than 50% of their matches, |
208s | but they do exist, |
209s | and we think the game would be better without them, most of the time. |
212s | On the Competitive side, we're closing another edge case |
215s | by suspending any players that leave more than ten matches a season. |
218s | We're also going to start counting matches completed in Competitive |
220s | toward the 20-game window for Unranked. |
223s | Finally, I want to talk to you about our improved anonymity features. |
226s | We already had a Streamer Mode, |
228s | but we're making this feature more useful to all players, not just streamers. |
231s | Right now, this feature is client side only, |
234s | which means it only changes how players' names appear on your screen. |
238s | The big change we're making is adding server-side functionality, |
241s | which means we'll change how your name appears |
243s | on everyone's screens in your match. |
246s | We think this is great for players |
247s | who may experience harassment because of their BattleTag |
250s | and just want to queue up without any chance of that happening. |
253s | Don't forget to report players that harass you or anyone else, though. |
257s | And speaking of reporting, don't worry. |
259s | Players in Streamer Mode being disruptive in text chat or voice |
262s | can still be reported, avoided and blocked, |
265s | and penalties will still apply to them in exactly the same way as normal, |
270s | because we still know their name behind the scenes. |
272s | Next, Natasha will talk to you |
274s | about our main initiatives to combat disruptive behavior. |
276s | Thank you, Gavin. |
278s | Hiya. I'm Natasha Miller, |
280s | a Senior Research Scientist at Blizzard, |
282s | working on Defense Matrix for Overwatch. |
284s | While we are always working in many areas of combating disruptive behavior, |
289s | today, I want to talk about disruptive chat. |
291s | I'll also touch on some of the tools that we're improving |
293s | to help keep the community safe. |
296s | Disruptive chat can really negatively affect someone's experience in game. |
300s | In our focus to curb this disruptive behavior, |
303s | we are taking a multipronged approach that will roll out over several seasons. |
307s | Today, I'll discuss the first two, coming out in the next few seasons. |
311s | In our first approach, we will prevent players at endorsement level 0 |
315s | from using text or voice chat. |
317s | To be clear, the only way to get to endorsement level 0 |
321s | is by having your account actioned for an in-game infraction. |
325s | Even brand-new players start at endorsement level 1, |
328s | so these are players that have proven themselves to be bad actors |
331s | so much so in the past that they received a penalty. |
335s | This feature would allow those players to take a forced break |
338s | in Team and Match channels |
340s | until they work their way back up to endorsement level 1. |
342s | And from there and all higher levels, chat would work as it did before. |
347s | Remember, the best way to work your way back up to endorsement level 1 |
350s | is to demonstrate good teamwork |
352s | by trying your best, helping your team and using the in-game ping system. |
355s | In our second approach, |
357s | we will remove chat functionality for spectators. |
360s | Spectators don't have an in-game need to use the chat channels, |
364s | and by removing their ability to chat, |
366s | we remove a channel that is increasingly being used by bad actors. |
370s | Along with these improvements, |
372s | we are looking at making it easier and faster |
374s | to report any reportable offense mid-match. |
377s | At the moment, |
378s | our numbers indicate that most reporting is done towards the end or post-match, |
383s | and one reason for this is that it's not quick to report mid-match. |
387s | However, this could put pressure on players to remember |
389s | that they need to report, who to report, and what to report them for, |
393s | all after the match, and at that point, |
395s | they are likely more interested in just starting the next match. |
398s | So we are hoping that by making it faster to report mid-match, |
401s | more players will use the reporting system. |
404s | This is very important, |
405s | because we rely on players to help us know what is happening in matches |
409s | so that our mitigation systems can be more effective and reliable, |
413s | overall, making Overwatch a safer community for everyone. |
417s | Player feedback is a vital part of improving |
419s | and optimizing these types of features, |
422s | so we want to create even more avenues for you to share your thoughts with us. |
426s | In Season 11, we're introducing the first iteration of player surveys |
430s | into Overwatch 2. |
432s | This won't happen after every game, |
434s | because survey participants will be chosen at random among the playerbase. |
438s | The survey will be prompted after your progression screen |
440s | at the end of match flow. |
442s | This means that you'll be able to watch the Play of the Game, |
444s | give endorsements, and review progression without getting interrupted. |
448s | Once the progression screen has closed, |
450s | the survey will prompt the player for their feedback. |
453s | Both console and PC players will get the option |
456s | to give us feedback via a QR code. |
458s | PC players may also choose to open the link in a separate browser. |
462s | Surveys will ask questions about the game, including new modes, events, features, |
466s | and how you feel about the way we're mitigating disruptive play. |
470s | We're excited for this feature, |
471s | and we look forward to continuing to improve the game |
474s | as we gather your feedback. |
475s | These are just a few of the things we have been working on in this space. |
479s | We will continue to bring you updates on our progress |
481s | mitigating disruptive behavior via the Defense Matrix blogs, |
485s | which will get a refresh in the coming seasons |
487s | to include even more on the impact this work is having in the community |
491s | through transparency metrics. |
492s | Defense Matrix in Competitive will always be core to Overwatch, |
495s | and we'll continue iterating, improving |
497s | and, of course, listening closely to your feedback on these systems. |
501s | Please keep sharing your thoughts with us, and we can't wait to show you |
504s | what we've been working on in Season 10 and beyond. |
507s | See you soon! |
509s | Natasha said, "You will not be getting an outtake out of me today!" |
513s | Oh! My clip just came off! |
515s | ...any reportable offen-- in... |
518s | ...and they get... Okay. ...and they get worse... Wait. |
521s | I've reset. |
524s | ...and reliable. |
526s | You got so close to the end! |
529s | It's coming back for another pass. |
531s | -Circling. -It's turning around! |