blizz_smercer

blizz_smercer



22 Jun

Comment

Originally posted by rox_xel

what about Bronze tho since that was 1-1500 which is more than 500SR - will 1-1099 just be Bronze 5 then? or am I missing smth rn and being stupid

Yeah, Bronze 5 is 1-1099.

Comment

Originally posted by JJTomSon07

Can you give more details on skill rating? We know your removing the number, but how will it work? Will it consider your current number? And how does it compares to the new rank?

Can you give more details on skill rating? We know your removing the number, but how will it work? Will it consider your current number? And how does it compares to the new rank?

The conversion of Skill Rating (SR) to the 5 new sub-tiers within the current Skill Tiers (Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster) is straightforward. Each Skill Tier was previously 500 SR, and each of the new 5 sub-tiers correspond to what was 100 SR. So, if you were previously between 2000-2099 SR, you would be considered a Gold 5 player in the new system. If you achieved the Master tier with 3733 SR, you’d now be a Master 3 player.

Comment

Originally posted by UnlockledCharacter

Can you talk more about the after action report and what players will see?

Sure! When you look at the history section of your profile, you’ll be able to quickly see key information for your recent games. The initial implementation of game reports will include basic information such as the map, game mode, result, and heroes you played. Within the report you can view statistics for all the heroes you played, and a snapshot of the final in-game scoreboard. We’re also starting to design additional features for the future like teamfight statistics and a timeline to show when key events in the game took place.

Comment

Originally posted by LukaLolly

Will console get aim assist in overwatch 2 when playing with pc players? my console friends don’t have that much fun when playing in pc lobbies because of the lack of aim assist

We have no current plans to enable aim assist for console or players who are playing in parties with PC players. There are significant enough gameplay differences between console players using gamepads with aim assist, PC and console players using gamepads without aim assist, and PC players using mice and keyboards that we also don’t allow PC and console players together in competitive play.

Comment

Originally posted by -T-Cat

When approaching map design, what is the general philosophy behind Push maps vs Escort?

Most notably it seems like the biggest difference when play testing in the beta was that Push maps were intentionally designed to be more chaotic due to a high amount of flank routes available and I'd like you to expand on that and offer your thoughts

The biggest and most obvious difference between Push and Escort is that the path that TS-1 can traverse is much longer to allow for multiple team fights to occur before a team could win the map. At the same time, it's very important that run times from spawn locations don't become too long. So that led us during map design to explore paths for TS-1 that looped around such as in Colosseo, or snaked back and forth such as New Queen street. During early playtests, we quickly realized this also meant there were a lot more flanking opportunities and cool places for team fights to occur. We all thought that was really cool, and created a very different feel for Push than our previous escort maps.

Comment

Originally posted by Beefsupreme95

Will MMR/SR for competitive play be reset on current accounts rolling into Overwatch 2

We won't be performing a complete MMR reset for Overwatch 2, but we do plan on lowering the MMR of accounts who haven't played in a while as part of a new "decay" system. A complete reset would mean that games would be completely imbalanced for weeks or longer across the entire service, and we don't think that will be a great experience for everyone.


24 May

Comment

Originally posted by WyomingMyst

I have a few simple questions that have been frequently asked by members of the official forum community that I really would love to be briefly addressed. Mostly related to Competitive or competitive integrity in Overwatch. Some of these I myself pretty well have a good idea of the reason, but it would be great to have reasoning for certain decisions that define Overwatch's competitive scene.

  • Why no backfilling or pauses in Competitive? Why is there no backfilling or substitutions in Competitive Play? Similarly, why are there no pauses for Competitive (if not a backfill) for any leaver that appears to be a disconnection or technical issue?

  • Any update to 21:9 widescreen monitor compatibility for Overwatch? Way back in the Fall of 2016, former Game Director Jeff Kaplan specified that the Overwatch team did not want to increase the frame of view setting to go beyond 103, making it difficult for those with (ultra widesc...

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I can answer a few of these!

Why no backfilling or pauses in Competitive?

There's no backfilling because we're pretty sure no one would want to do it. If you ever backfill in a game and lose shortly afterwards, you're not happy. If we allowed players to backfill without consequences to their SR, its giving them a license to throw or act negatively. There's simply not a lot of great options there.

As far as pauses, and I think you're asking about pauses due to disconnect/leaves, we have to consider cases where players might abuse the rules in an attempt to harass someone or waste people's time. The best way to try and minimize leaves is to not provide any kind of outside motivation for them to occur. We're never going to be completely leave free, due to internet outages, personal emergencies, random acts of chaos by cat, we just want to make sure and minimize them as much as possible.

Is there a reason for the "minimum draw"...

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Comment

Originally posted by CaptainBicep

I am excited for 5v5 and I trust the overwatch team to make an excellent game no matter the challenge. But I would love to hear your thoughts around two topics:

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  1. Are you planning on taking steps to reduce the number of smurfs?

Given 5v5 gives each individual more power, This might give smurfs even more power over a lobby. In the current state of overwatch, if I duo queue in gold, I am surprised if I don't see any smurfs in the lobby. Having smurfs in the lobby dampens the rest of the lobby's individual agency over winning/losing which defeats the purpose of a competetive mode. Are you guys considering any ways to reduce smurfs in competetive? Such as needing phone verification, or maybe even make every unique player composition of a duo/trio etc. have their own standalone SR rating, instead of just averaging their individual SR.

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  1. I am...
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Good questions.

We're definitely looking to combat what I will refer to as "abusive" alt accounts, ie players who repeatedly create new accounts just so they can play against lesser skilled opponents. Part of this is improving the matchmaker's ability to determine your skill even faster, detecting those that repeatedly abuse alt accounts and taking action against them, and looking at ways to limit access to additional accounts. We can't go into all the details here, but it's something that's being actively worked on.

Do remember that many "smurfs" are just friends who want to play together but aren't of the same skill. The matchmaker doesn't just simply average their SR together when considering how to matchmake them, and its also good to remember that the other player might not be a smurf at all. They might just have gotten a lucky streak of head shots. Skill is not a static thing, it ebbs and flows, and we all have our moments we feel like gods of Overwatch and ...

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Comment

Originally posted by ItsTotallyNotMyFault

Loved this question from the last AMA but what were some abilities that were originally planned for heroes but had to be cut out?

We've tried and discarded quite a few abilities during development of our heroes, it's a very natural part of the process. Sometimes the ideas are better fits for other heroes, sometimes they just don't work and we chalk that up as a lesson.

Here's one I worked on for Torbjörn:

Torbjörn had something we referred to as the "Claw Trap" that he deployed similar to Widowmaker's Venom Mine, but instead of dealing damage the trap grabbed a hold of you and prevented the enemy from moving outside a fixed radius of the trap. You could move freely around next to the trap, but couldn't move far away until you destroyed the base of the trap. It had some fun moments as it could do things like stop a charging Reinhardt or prevent Pharah from launching high into the sky, but it really caused a lot of confusion. After a bunch of iteration, we decided to go in a different direction.

Comment

Originally posted by CalciumCommander

I'm just gonna get few of the things that grind my gears in one go. You could call those "miniscule", but all easy things to change.

Are you plannin to revamp the endorsements system where the decay doesn't trigger simply because you're on a losing streak and get no votes? Increasing the maximum level to 50 or so with much much more votes needed for really high levels, but also they don't decay unless you don't play the game for a week or so?

Any alternative ways to getting golden guns like points for wins in QP (even some 2-3 per win) or a currency price (like 30k currency for a gun)?

We are planning to do an update on the endorsements system in the future, so it's great hearing your feedback on this. To clarify one element on the system, you won't really decay if you don't play for a week or so. You naturally decay a certain amount when you play a game based on your current endorsement level, with higher endorsement levels decaying faster and requiring you to earn more endorsements per game. That's what makes higher endorsement levels harder to get.

As far as golden guns, we have no plans for providing them as rewards outside of earning them in competitive play.

Comment

Originally posted by Ashamed-Ad6979

Would giving dps the role passive of dealing more damage to barriers work?

That's an interesting idea, and how players interact with barriers is something we're always looking at closely. This might not as be required with the new 5v5 teams that only have one tank, and therefore less barriers on the field. We'll keep an eye on it as we continue to work on hero and gameplay balance.

Thanks!

Comment

Originally posted by KN1GH7H00D

Will 2/2/2 Role Q and Open Q stay in the game as an option?

If yes: Will the modes be balanced separately from 5v5?

If no: Do you have any bones to throw to the people who play regular Tank Duo or 6 stacks? Maybe a new mode where they can still play together?

2/2/2 Role Queue will become 1/2/2 Role Queue due to the move to 5v5, and we'll probably still have Open Queue but that's not set in stone yet since hero balance will be quite different in OW2.

We might have an Arcade card that still has 6 player teams in the future, we'll honestly have to evaluate all of them with an eye towards how they work with the new hero balance.


30 Jul

Comment

Originally posted by autumngirl11

I want to thank you for the enhanced comms options that allow women (or anyone) being harassed in voice chat to still be able to communicate with the team. Are there other features or enhancements you are exploring to allow for people to feel safer in-game?

I'm a 40 year-old mother that love games. My 20 y/o and I have Alliance/Horde tattoos; Being a woman and playing OW can be uncomfortable sometimes; I have often had to leave voice chat due to harassment, and then missing callouts or not being able to provide them because of this; so my SR suffers. I appreciate anything you can do to make OW safer in that regard.

Making Overwatch a better, more positive place to play for everyone is super important to us. While we've made a lot of progress with player reporting, thank you messages for reporting bad behavior or abusive chat, endorsements, etc., we're always looking to do more.

We definitely know it can be difficult for women of all ages to use voice chat, as the abuse and harassment takes away your enjoyment of the game (and as you noted, your SR!). I hear this from the women on the OW team, across Blizzard, and in our community.

There are some initiatives under development that we hope will directly address these issues, but I can't quite talk about them yet.

In the meantime, everybody please continue to report players who are being abusive through the in game reporting mechanism, whether they're being abusive to you personally, or anyone else. The reports do matter, and as a community we can make Overwatch a more positive place for everybody.

Comment

Originally posted by Junkenji

I don't know if this has been discussed before, but what has the OW team thought about having a hard reset for their competitive mode? I don't know if the open competitive mode had a reset of some kind but my Sr increased by a massive amount compared to the average or even the highest sr in role queue. And this honestly felt like where I actually belong cos I've been hardstuck in a particular sr and I feel I consistently do well but I do get unlucky with teammates or some other factors.

Is there any way that the game dev's could give an option to people who have been playing for a long time to reset their mmr(hidden probably?) or their Sr in some way (hard or soft)?

I honestly like the game a lot, and the only thing that bugs me down is that I have a fair number of great games and then I have an equally good number of bad games and somehow I'm stuck in the same elo.

We've certainly seen a lot of requests to reset MMR and SR for competitive play, but there are a lot of negatives associated with actually doing it. For instance, a hot topic amongst the community is Smurfing and how they can disrupt games by being much higher skill than everyone else in the game. Well, resetting everyone's MMR would basically have the effect of turning every Masters and Grandmasters player into a smurf with an incorrect SR. Match quality would be really bad for months, or possibly even longer.

Everyone has streaks of wins and losses, and most active players do hover around the same SR. Honestly, the trick to improving your SR is not actually worrying about your SR, but just playing games with a mind towards improving your play. If you have a favorite hero, pick an aspect of their kit to concentrate on improving. Play some games where you concentrate on more macro-oriented skills like making sure to attack together with your team. Think about the hard ques...

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Comment

Originally posted by Grample_Gust

How will Achievements in Overwatch be addressed as the game’s balance continues to evolve? Will we eventually have a reliable way of obtaining ultra-rare achievements like Cratered, Rapid Discord and Window of Opportunity one day? Or will achievement hunters be left to fight the insane odds in Quick Play and Competitive games forever?

I understand this question only matters for a niche group of players, but as someone who likes to achievement hunt games to completion, I’m super interested in any opportunity to make getting those sprays depend less on luck and more on skill!

Making adjustments to achievements is extremely tricky, and we have to do it on a case by case basis. We've had to change a few due to some heroes getting larger reworks where an achievement became literally unobtainable, but making very difficult to earn achievements easier can feel bad for those who have put in the time and energy to earn them.

Comment

Originally posted by WyomingMyst

Hello Overwatch Development Team,

Are there any current plans to continue to improve the player behavior experience for the game (increase penalties for leaving Competitive matches, harder crackdowns on abusive chat, etc.) and has there been any consideration to allow community-level moderation in the game where players review random matches for suspected disruptive behavior (similar to Counter Strike: Global Offense’s “Overwatch” program)?

Also, what is Jeff Kaplan’s favorite kind of milk tea?

For context, as one of the forum MVPs on the official forums, I have seen constant debates of the following issues:

  • The perception of “smurfs” – I agree with original statements from Jeff Kaplan that smurfs are more of a perceptual problem if anything, but can be rooted in disruptive behavior such as throwing game...
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Several cool questions here, so let's go?

Are there any current plans to continue to improve the player behavior experience for the game?

Funny you ask that, but we're going to make the penalties for leaving competitive games a bit more severe in an upcoming patch. (More details then!) We're ALWAYS looking to improve the player behavior experience, and there's several interesting initiatives for identifying bad player behavior that are currently in the pipes. We'll be able to talk more about them when they get closer to being real.

Have we thought about creating community moderation tools to allow players to review matches for suspected disruptive behavior?

It's been discussed, but we'd rather look into more internal solutions to try and identify disruptive behavior like throwing, feeding, etc. Community involvement is still super important though, as reports players who do bad things helps us tremendously. Please continue to do that, it really helps...

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Comment

Originally posted by InfiniteTurbine

How does the team view the medal system? Do you think it’s fine, or maybe needs adjustment, or maybe you’ve considered its removal?

One of the things we're always looking at are ways to provide positive notes to players after they finish a game, even when they lose. The medal system was one of those, along with the card voting system during the end of round.

However, the medal system provides only view of the match results, when why someone earned gold, silver, or bronze can be way more complicated than just reflecting your skill. This is one of the reasons we want to look into systems that can help you understand key questions like "Did I play well?" and "Did I do something awesome?" whether you win or lose.

That might be an improved medal system, or something else. We'll see!

Comment

Originally posted by Jamfadoya

When you were first designing the competitive mode you said that you were planning to limit it to 6 stacks only. Can you tell us more about how you changed your mind on this, and if you ever wonder if you should have stuck to your guns?

Sure! There were several factors in the decision to switch to the more flexible queue system we currently have.

  1. There were concerns that a 6 stack only competitive queue would prevent some players from participating. While they do want to play competitively, improve their skills, and test themselves, there are many reasons they might prevent them to play as a team with others.
  2. Six player only teams solved some matchmaking problems (you're responsible for finding teammates, not the matchmaker), but would create others such as making it more difficult to find fair matches at extremes of SR.
  3. Requiring you to find your five teammates to play can be a logistical issue. Let's face it, queueing solo is just really convenient. You can do it at any time of the day, when your teammates are sick or on vacation, etc.
  4. Finally, let's face it... If we didn't have a solo queue the first thing people would of asked when we introduced competitive play would ...
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