PLEASE CONSIDER LEAVING A !!!COMMENT!!! THEN GIVING A LIKE TO HELP US GRAB DEVS’ ATTENTION AND ADDRESS THESE ISSUES!
(Because this is how this forum works: threads with a higher reply and like ratio will receive higher priority!)
So many players, even Pros have reported these issues on twitter and other platforms etc. but somehow still not fixed.
Together, we can all contribute and help to make Overwatch a better game!
We have identified the possible reasons behind the bugs related to the crosshair visibility, center gap etc. Here is a list of the identified issues:
unfortunately, I am unable to include screenshots to help understand the issues.
- Please make crosshair’s outline darker and more visible. (with outline thickness set to 1.)
- make the outline completely opaque when the outline transparency is set to 100.
since the release of OW2, the crosshair outline’s been semi-transparent. (Even back in OW1 the outline was significantly darker than the current max outline strength.)- In the case of 1080p res, for example, with a reticle crosshair outline set to a thickness of 1 and an outline opacity of 100%, this outline should appear as a fully opaque, 1-pixel-wide sharp solid black line. This would effectively improve the visibility, just like in ow1.
- increasing the “outline thickness” doesn’t do much, it only makes the outline a thicker blurry mess and also obstructs the view having a thicker crosshair.
- there should be only 1 layer of outline, changing the outline thickness value should directly change the default outline’s thickness value. I even think you could just delete that outline shift option once you fixed these issues.
- (We have been requesting this change since ow2 season 1.)
- The “Dual Layer outline” issue.
- The current crosshair outline code design seems to incorporate a “dual-layer outline”: the default layer and an additional layer that is applied on top of the original outline when the outline thickness is set to greater than 1.
This leads to the original outline being sandwiched between the second layer and the crosshair itself, with the original outline remaining somewhat transparent. This makes the original outline appear a noticeable and odd transparent gap. which is very distracting and frustrating to deal with.- The “outline shift” option it’s not very practical, as it can obscure the crosshair with the outline, making it even more difficult to see.
- Since it’s an additional layer of outline, it doesn’t apply to all types of crosshairs, such as Hanzo’s default crosshair etc. (outline thickness and shift do not work at all)
- Crosshair Center Gap Bug
The center gap setting functions correctly only when the overall reticle thickness (reticle thickness + outline thickness) equals 1.
For example, if your reticle thickness is set to 1 and outline thickness to 1 with transparency > 0, the overall reticle thickness becomes 2, would cause the center gap to break.
Additionally, center gap values between 1 and 3 appear identical for some reason.
Increasing the overall thickness gradually enlarges the center gap.
This issue started occurring after the Season 8 crosshair update. Now, many players and pros are forced to remove the outline, sacrificing visibility just to get the right crosshair with the center gap they want. This is definitely not what you devs would like to see, right?
4a. Now the dot has a dedicated space in the center with reticles or circle crosshairs. Why?
The dot layer used to overlay the reticle and circle crosshair layers, somehow now both dot and reticles/circle are on the same layer after the update in season 8. Please revert this change. (It causes other issues as well. see 4b.)4b. For instance: Hanzo’s crosshair with the weapon spread on, you can simulate this using a circle or reticle crosshair WITH a dot in the center.
While charging your arrow, you used to be able to verify if the arrow was fully charged by the spread animation. Once the animation stopped, the arrow was fully charged.
Now, players can’t visually determine if the arrow is fully charged based on the weapon spread because the reticle now touches the dot and stops the spread animation when the arrow is only halfway charged. This change means that players who used to shoot fully charged arrows based on the reticle spread information can’t do so anymore.
For a major esports FPS game, the crosshair system is extremely important—a fundamental and vital component of an FPS game and affects severely players gaming experience. I sincerely hope you can take some time to address these issues, as no other FPS, TPS games nor even third-party crosshair overlays from little studios have this kind of issues.
These issues were on the “Known Issues” list after the season 8 update, but somehow they have disappeared from the list and have never been fixed.
Also, just another feature request:
Could we have something like crosshair preset profile slots?
Similar to what other major esports FPS and even TPS games offer, I believe this feature could be particularly useful in OW, given the variety of characters with different aiming styles.
For instance, I could create a profile named “Hitscan” for all my hitscan heroes, and once I make a small change, it would automatically apply to all heroes assigned to that crosshair profile. Perhaps having 5 to 10 profile slots would be ideal?
and other profiles for my projectile heroes etc.
We genuinely hope that if any dev member comes across this post, please please feel free to contact us. We are more than willing to assist. These are straightforward and simple design changes, but we have found it very challenging to convey our feedback directly and accurately to the development team…