8 months ago - PlayOverwatch - Direct link

Transcript (by Youtube)


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!