Overwatch

Overwatch Dev Tracker




22 Nov

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We’re investigating the performance issues for this mode on Switch. Once we fix any issues we’ll bring it back, sorry for the hassle.

Cheers


19 Nov

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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

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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

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    Molly on 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 on...

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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.

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11 Nov


10 Nov

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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

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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

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Season 19 of Competitive Play is here, introducing map pools to the Competitive playlist.

Unlocked at level 25, Competitive Play is designed for those players who want to put their skills to the test, and offers a more serious experience than our Quick Play or Arcade Modes.

GETTING STARTED
Before you can kick off your competitive career, every player will be required to complete five placement matches in a selected role to obtain their seasonal skill rating for that role. Players will earn separate skill ratings (SR) for each role in Competitive Play, for a total of three distinct SRs. This rating will be a number between 1 and 5000, with higher values indicating a greater skill level. Players will also be assigned a tier per role based on their rating—Bronze, Silver, Gold, Platinum, Diamond, Master, or Grandmaster – and climbing into the next tier is possible as you improve.

Skill ratings and tier icons will be visible at the beginning of ...

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07 Nov

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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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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

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

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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.