Overwatch

Overwatch Dev Tracker




18 Nov

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Hey, thanks for the feedback on the ping system!

Regarding your complaint about death pings being blocked by spam protection from when you were alive, I completely agree.  We'll make a change in a future season to ensure that doesn't happen.

Regarding pinging enemies, it would be difficult for you to know this without sitting right beside another player on your team, but we always show the enemy ping visuals regardless of spam protection.  First the sound effect gets quieter if you've spammed enough, then it and the voice over will be muted for your team if you've spammed too much still.  We also always do that for locational pings (default pings, double-tapping the button), so at the minimum your team will see these.

So if you're spamming ping constantly and you sleep someone and then get the warning when pinging them, your teammates will still see that enemy ping icon with the sleep overlay.  They'll even still see it on the border of their screen if...

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25 Oct

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May I get the replay code?


17 Oct

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Do you have any replay codes for matches where you saw this happen?

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May I get the replay code for this match?

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May I get the replay code for this match?


26 Sep

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As others have said, any replay codes of this happening help.


09 Sep

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Originally posted by universetraveller13

Of course, 5PAVC5 is one I can find, I can find the other if u want aswel.

If they're different players that would be useful.

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May I get replay codes for these matches?


27 Aug

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Originally posted by CarousalAnimal

Do they define anywhere what they consider to be a one-sided match?

We're primarily looking at death ratios. So a 2:1 or 3:1 death ratio are different degrees of what we'd consider a one-sided match (we look at multiple degrees of severity). Obviously that's not a perfect signal for the outcome of a match, but we have found that it has a very strong correlation with how players feel about the outcome.


25 Aug


23 Aug

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Originally posted by Jiltir

Very nice but could y'all not have fixed the bugged progression badges while you're at it?

Unfortunately that's not the type of bug we can hotfix. We are working on it!


16 Aug

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Originally posted by bullxbull

It would be awesome to see you guys do something about alt accounts.

This is too big of a conversation to have in a reply to a reply on reddit, but we agree we could do a better job with some aspects of handling alt accounts. We've been thinking about this problem for a long time and we still aren't ready to talk solutions, but we haven't given up on trying to solve this problem.

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Originally posted by Hunter7668R

Do yall plan to address the growing issue of players stacking with higher SR players on alternative accounts and getting boosted. This change is gonna make boosting an even bigger issue since placements matter even more now.

When we launched the changes that made the Wide and Narrow partitions this was definitely a big problem. Since then we've made the payout for that type of behavior extremely low. My apologies that it didn't launch (and for several weeks was not) in a great state, but do you have any recent examples of players doing this that we could investigate?

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Originally posted by ParanoidDrone

So, I have a followup question if you have the time and know/are authorized to answer -- do these resets and other matchmaking changes affect quick play at all, or is it strictly limited to the ladder only?

The resets we've done in OW2 don't affect Quick Play.

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Originally posted by Sir_Ignotis

Every placement match will count as a wide group match right?

I actually didn't mention this in tomorrow's blog (I probably should have), but we'll be using Predicted Rank to make Narrow matches for players in Placements. This means it will be a lot easier to play Placements with your friends, which is the best way to play Placements anway! If you've never played a Competitive match in OW2 before your first game will still be Wide, but for the rest of us we can show Predicted Rank for the first game and that first match of Season 12 can be Narrow with friends in range.


15 Aug

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Originally posted by DrKoala_

Hectic for the first couple of weeks? We are getting a 2nd reset and we still haven’t fully recovered from the first.

The reason Morgan says 2 weeks is that we've learned a lot from our research on Stomps. You'll hear a lot more about that topic if you read tomorrow's Director's Take(over), but we can see that stomp rate does increase in Competitive when we do the type of Rank Reset we did in Season 9.

The good news is that they don't increase very much because we're not doing a full reset. The soft reset we do preserves a lot of data about your previous rank, but it also gives players that had been randomly slightly held back by their teams a chance to climb (and a chance for the people that were carried a chance to fall...). These anomalies would have resolved themselves with enough play, but we don't all have infinite time! This disruption lasted about 2 weeks last time before stomps returned to the exact same rate, and we feel pretty confident that the effect will be similar with Season 12's Rank Reset.

I don't want to downplay how hectic things might feel today though - we...

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14 Aug

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Originally posted by Isle_Kyle

Seems like they want to do one every 6 months instead of every year 

EDIT: okay nvm, Gavin just said in Emongg’s stream that ideally they do resets every year, but this one is going to “fix” something

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My apologies, it sounds like I wasn't very clear. The current plan is every 6 months. This one is also changing some things you'll hear more about later this week.


07 Aug

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Originally posted by The_Desert_Rain

The reason the game does this is because you have contextual comms turned on. When this option is turned on, the output voice line changes based on what you're aiming at. So if you're aiming at a teammate when you use the Group Up comm it'll send either "I'm on my way" or "I'm with you" based on how far the teammate is from you. Likewise, the "Come to me for healing" is a contextual voiceline that triggered because you're aiming at a teammate that has lost some health.

It seems in your case, you actually may prefer to turn this option off. It's in your communication settings.

This is correct, thank you! This originally wasn't an option, but it's been in the game for quite some time now and it's defaulted to "Off" because of the frustration the OP is experiencing. It seems that for some people it's somehow set to "On" even with the default being "Off" though, apologies for that.

The exact option can be found under Controls -> Communication -> Ping - Options. It's called "Enable Contextual Comms Wheel". If you use our new search function in Options, just searching for the word "contextual" will find it quickly, since it's the only option with this word in it.


31 Jul

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Originally posted by Soulsborneenthusiast

May I ask why?

So that we can investigate the issue.