The Reddit AMA for the Overwatch completed yesterday. Find the full discussion on Reddit here:
https://www.reddit.com/r/Overwatch/comments/i0t53g/ask_us_anything_join_the_overwatch_development/
However, this forum thread has all of the developer responses in a single easy-to-view place.
Key Important News Bits
There will be increases to the penalties for leavers in Competitive Play
There are plans to improve systems to identify and prevent disruptive behavior in the future
Jeff Chamberlain is now the lead writer of Overwatch
Mercy Superjump is confirmed as tech, not a bug
Reinhardt charge to boop or pin based on aiming left or right is confirmed as tech
Crossplay and Crossprogression for console and PC is still in the dev teamâs interest
No planned changes confirmed for Paris or Horizon Lunar Colony, though the dev team is still looking at Paris.
Assault maps, in general, are not going away nor are there any plans for players to choose what maps they want to play.
There is an upcoming experimental card that will work to aggressively reduce the effectiveness of âDouble-Shieldâ comps and possibly work to make Shield tanks more brawly.
Questions answered by Game Director Jeff Kaplan:
How's the Lore coming (New Creative writer revealed)
weâre in a really great place to move forward right now. over the past year we were lucky enough to get jeff chamberlain to become our new creative director. jeff was the director of our original announcement piece for overwatch back in 2014 (as well as some amazing blizzard cinematics over the years â WOTLK intro for example). weâve also added some really amazing narrative designers and are partnering with our story and franchise development group (they make the animated shorts, origins movies, comics, statues etc) at an insanely intense level. there are some very cool lore developments coming.
What changes to Assault (2CP) have you tried?
Team production on OW and OW2
So, Iâm a young kid and just wondering something about the development of Overwatch and OW 2. Does the Overwatch 1 team also work on Overwatch 2? Or did you hire separate people, and once OW 2 is out, OW 1 devs find another job? If the OW 1 team works on OW 2 as well, how do you maintain and keep that work schedule, especially during these times?
the same team that works on and made overwatch is also making overwatch 2. we did find the need to grow the team quite a bit in order to do both and also because overwatch 2 is a much larger game than overwatch. the team that shipped the original game was approximately 70 developers. the team is closer to around 160-170 now. itâs a very tricky balance and often very stressful working on two projects at once. the reason we chose to do things the way we did is because we wanted to maintain consistency of vision and direction over the game and the franchise and not make things feel too splintered. for an individual developer, they usually have a clear task thatâs either for the live game or overwatch 2. but we often find ourselves context switching between the two games.
Summer Games Returning
Explore more lore about each hero
we have many years of lore planned for the overwatch universe. there are so many aspects that weâre excited about â far reaching plot lines and individual character arcs. there are also a lot of heroes, places and world groups we want to tell more stories about. weâre also excited about telling stories in new ways and using new mediums.
How much do you listen to pros over casuals?
well there are about 200 pros and 50 million casuals⊠but we both know youâre not asking for that percentage breakdown =]
we listen to everyoneâs feedback. itâs all important. when it comes to balance, we primarily balance the game around owl, gm/masters.
What are the dev team priorities right now? Assault Map Changes
the most immediate priority is a balance patch aimed at the double shield meta. this will show up on the experimental card in the next few weeks.
we donât have any reworks immediately imminent for any hero, although we are discussing some.
2cp is more of an ongoing exploration for us. weâve tried many, many things and have yet to be satisfied with any of the results.
paris has gotten some attempts at a rework but we werenât pleased with our results, so we paused. we havenât started looking at horizon again yet.
What is Torbjörnâs favourite food?
pizza
proof:
How much do you guys play the games these days?
i play the game everyday. we have multiple playtests daily plus we play for fun on our own time. i love to play all of the heroes but some i really struggle on (doomfist, sombra, sigma). i play a lot of reinhardt, symmetra, mercy these days. i also love hanzo and mccree, although iâm not so great with them.
Overwatch into other media like movies?
Have you ever considered expanding the Overwatch ip into media other than the game? E.g movies, ect.
I know comics and short stories exist but I mean like a major push to the big screen or full novels
Crossplay in Overwatch?
More ticks of percentage on Assault maps?
Testing process for new maps
we test the maps a lot. for a very long time. usually if weâre patching a map into the live game, weâll do an extended ptr period for testing (same with heroes). for maps that shipped with the game, we tested some of those for years. we donât openly bring in outsiders to test maps early as we have a pretty comprehensive play test and map testing process. sometimes, depending where weâre at in a dev cycle, we might bring a map to a trade show (i.e. blizzcon, gamescom etc.) before it goes live.
About Level-XP/Border Shaming
Possiblity of skipping Assault/2CP maps
2CP is often viewed as the most controversial Overwatch map. Was there ever any plans to allow players to âskipâ 2CP or perhaps avoid certain map types like they can avoid players?
I often hear people say âwell, if you could skip 2CP then no one will play itâ isnât that just a sign that 2CP is poorly designed? What can be done about it in the now?
our first goal is to make the mode something that everyone enjoys. you can see by todayâs experimental card that we try various things to iterate on the game â just some of them donât work.
for ow2 we have some ideas that will allow for more player agency but nothing is set in stone yet so i donât want to commit to any promises.
and in the spirit of being open, i think the criticism of 2cp is fueled a bit by the echo chamber of certain communities, when overall the maps and modes are not as universally hated as some would have you believe.
Possiblity of guilds and a scoreboard system
the tab screen was an almost religious debate during the development of the game. i think many of us feel like there are other options for us to explore. a big fundamental change is more likely for ow2 than the current live game. but in general the team is interested in giving players more/better ways to examine their own performance. again more likely on an ow2 timeframe.
guilds is a feature that weâve always been excited about. many of us worked on world of warcraft and specifically worked on the guild system there. so itâs something thatâs near and dear to us. we have some really cool ideas of how something like that could work with overwatch. unfortunately, from a tech and design standpoint, the feature would be an extremely heavy lift (at least to do it right â the way weâd want to do it). so not on the near horizon but definitely on our wishlist.
Possiblity of crossovers into other games/media
i think everyone on the development team would be extremely excited to do these sorts of things. they usually get bogged down by business/legal typesâŠ
but yeah, if they left it up to the dev team weâd be all over it
Questions about Paris/HLC Reworks, spending excess gold currency, alternate life skins, deciding skins on mini-events, solo-queue only, level borders
aaron did a lot of work on paris but weâre still not happy with it. horizon is not on theâŠhorizon (oof bad pun)
we always encourage players to spend their credits on things they want. thereâs nothing on the immediate horizon you need to be hoarding these for outside of event loot boxes
iâm not an artist but we like exploring alternate versions of heroes such as âJunker D.Va â sometimes
for maestro sigma in particular, that actually started with our composers and audio director. adam, derek and scott had all of this amazing music and we were brainstorming ways of getting it to players. we came up with the idea of âalbumsâ that we were going to release (note: plural) and we thought that doing a mini-event around the first album would be really fun. then we thought about which character would make sense to have a musical skin (obviously lucio was discussed). our animation department had done the amazing conductor emote which was going to be a normal event unlock. we decided to use the emote, create a conductor skin and then release them both to promote the album. super fun process.
weâve definitely thought about a solo queue but at this time we donât feel like itâs necessary or best for overwatch. also, if i were to show you the statistics, you would see that itâs an extremely rare case for solo players to be matchmade into group situations larger than 2
itâs not that i think the system is problematic, itâs just not very cool/interesting. we just feel like there are other opportunities
haha glad you liked. i have a ton. would be happy to share. for now, if anyone wants to see, just look on youtube for the overwatch archives panel with myself and arnold tsang
Who was the most fun hero to develop/design?
they are all super fun. itâs seriously a dream job. most recently, i really liked being involved with sigma. josh and geoff drove the design of the character and qiu was the artist who drew him. but it was a lot of fun to help develop the character. i loved the idea of an absolute genius who is disassociated, who thinks we see what he sees, who thinks we understand physics and the universe the way he does. i loved the idea of a tragic victim who was being used for evil who was not evil himselfâŠ
Overwatch hero in Super Smash Bros.
How has working been home been like, Team 4 office moving on the Blizzard Campus
i think the suddenness of transitioning to working from home was a shock for many of us. we had been tracking the pandemic for months and making preparations, but i donât think the reality had sunk in that we were going to have to close down as well. we have offices in shanghai and seoul that had been shut down, so it was something blizzard had been dealing with for months. but the call to close irvine down (thatâs where the ow team is) came very quickly.
of all things, team 4 â aka the ow team â was in the middle of a move when it happened. most of us donât even know where our office stuff is⊠in some box somewhere in a new office?
the first few weeks were rough. there were a lot of tech and communication hurdles. i am sure you all have dealt with that as well. we were really lucky to have amazing technical staff on team 4 as well as really great blizzard it staff to make it go more smoothly.
now, weâre all adjusting in our own ways. personally, i like working from home. in particular i like being around my wife for more of the week â itâs really nice. but i miss the team like crazy. some members of the team feel really isolated. it really depends on the person. iâm worried as hell about everyone and hope everyone is staying safe and healthy.
as for the game, i honestly think some parts are moving faster and some are moving slower⊠overall, i donât think weâre losing time and maybe have even gained some? but thatâs my biased view and others on the team might feel differently. as game director, i am extremely pleased with the progress on both games in the work from home situation.
Alternate UI's as cosmetics
Can you give Sigma shoes please, or even socks
Characters in story becoming heroes?
Dealing with unconstructive comments
i just chalk it up to the way gamers talk and communicate.
as a culture (meaning gamers), we use a lot of âmeanâ language: broken, lazy, cancer etcâŠ
iâve just learned to filter that type of communication and focus on whether or not there is an issue. i can get sensitive and hurt⊠or i can just, you know, do my job.
About Reporting Abusive Chat
iâm so sorry this happened to you. please make sure to report all cases of this. it really does do something and we take this very seriously. we have some ideas we would like to explore to minimize the ability for this to happen. in the meantime, i strongly recommend leaving the profanity filter on.
Most difficult maps to implement, most special map
Cross progression in Overwatch?
Any regrets in development? Regret combining Offense/Defense classes, Sombra ARG
Throughout the development of Overwatch, has there been anything youâre willing to share that youâve regretted, or wished you had handled differently? Whether it be in regards to heroes, abilities, maps, things you wish you had done, things you wish you hadnât done, etc.
this type of question is very hard to answer because we all now have the benefit of hindsight.
sometimes i wish we had kept offense and defense heroes (rather than merging them into damage) and only allowing offense heroes to be played on attack and defense to be played on defense. i know that idea might sound crazy and stupid but i think it would have allowed us to more âall inâ on some ânicheâ hero designs like Torb, Symmetra and Bastion. much of the issue we face with the hero balance on these heroes is our player expectations that these heroes should be fully viable on all situations, and that really wasnât our intent or vision for the game. we believed that with hero swapping, people would be more willing to adapt to âsolve the problemâ. weâre fighting some amount of human psychology and game design, i know.
the sombra arg is another standout⊠lol
Powercreep?
i think this is a good discussion. but i think a lot of the good points get lost in the echo chamber of the internet. iâll see a good thread, video etc about power creep but then there is a lot of âgroup thinkâ that happens and you have a bunch of people who think they are agreeing on something, when really they are not.
âpower creep is bad!â⊠âbtw buff roadhog, revert rein earthshatter nerf, buff pharah, you should TOTALLY be adding way more new heroes⊠and they all better do new cool stuffâŠâ ⊠âoh yeah and power creep is bad!â
personally, i prefer when the conversation is more focused. is time to kill to fast? do we feel like CC is too much? too much/little healing? and then apply all of these to individual heroesâŠ
weâve added 11 new heroes to the game since it launched. obviously, the game is going to change when you do that. we just need to evaluate each hero on their own and make adjustments.
my personal feeling is that i would like to see less barriers and cc and see the game trend slightly more in the fps direction than the moba direction
Providing feedback
Thank you Jeff
Process of making new heroes?
Hey! Aspiring game developer here. I was wondering what some of the core aspects of creating a new hero are for you guys. What steps do you take in creating a new hero? Also, what are some of your core balancing values when it comes to heroes in general, or adding new heroes?
creating new heroes is a lot of fun. our process is interesting in that new heroes can come from story (76, ana), design (pharah) or art (winston). we really inspire each other with ideas and weâll add different heroes for different reasons. weâre always talking about âwhat does the game need right nowâ
Questions answered by Principal Designer Geoff Goodman:
Why is Sombra not a support?
Why is Sombra DPS instead of Support? She has no damaging abilities beyond primary fire (unlike all other DPS), and if she was a Support, then itâd be more equal (8/17/7 is a weird spread of heroes, 8/16/8 makes a lot more sense). TIA!
Actually, im not sure if people are aware of this even, but Sombra was initially prototyped as a Support hero. In fact, it really went far beyond prototype, she only became a damage hero in the stretch of her development.
She had some of the most significant changes while going through developement. Her whole kit used to be centered around staying invisible and landing hacks on the entire enemy team (you could hack more than one target at a time). But hack worked differently then: It used to last a lot longer and it reduced your healing and damage output instead of making you unable to use abilities.
This meant even though you had one less healer as a support, you theoretically made up for it by reducing the enemy teamâs damage. It was a pretty fun little mini-game for her, but people were ultimately very frustrated by being debuffed like that, even if they knew on paper she was reasonably balanced. In fact, weâve tried a couple times to try a damage-dealt debuff (Wrecking Ball had this at one point too), but it hasnât stuck yet. That debuff ends up more frustrating to players than many other debuffs like Anaâs grenade or Zenâs discord even.
So we went with a more aggressive kit and moved her to Offense instead, especially because we were already feeling on the fence about non-healers being in Support (Symm was still there at that time). At this point in the game if a hero is in the Support category, theyâre expected to be able to heal, that would be a challenge here as well.
Future characters as heroes
This is always a possibility! Ana is an example of a hero that came from the story. She wasnât created initially to be made a hero but we saw a cool opportunity while making a new support to have it be her and it worked out great.
That said not every character/personality in the story will (or even should) be a hero, but weâll see!
Unused concepts as heroes
This is actually really hard to answer actually.
Most of the time heroes go through a ton of iteration, and single abilities or weapons get cut. Often times weâll end up using an older cut idea on a new concept. For example, Orisaâs first ult was an idea where she could âteleportâ away (weâd probably kit this differently though), and then âdropâ anywhere else on the map via drop pod or something similar. This was back when she was extremely early and we didnât have a character yet, so I was sort of imaging a character more like Dutch from Predator (hence the mini-gun, etc). It ended up not really working for the gameplay, and really didnât make sense once we started developing Orisaâs character.
Much later we were working on Doomfist and thought we could revist that old idea and thats how he ended up with his ult!
Most difficult hero to fine tune
Sombra and Genji were the two hardest heroes to make, probably.
Sombra worked very differently and had to go through major changes pretty late in her development (as I posted about earlier), and Genji started out having only his sword for a weapon (he is still referred to as SwordNinja in our internal files, etc). His main kit initially involved invisibility, wall perching, and having an âexecuteâ animation where if he got behind you he could stun you and start this long animation which would just instantly kill you if he finished it.
The idea was he could easily pick off people who were not with their team, but otherwise it would be very difficult to use execute. This kit caused all kinds of problems though, especially his sword being his only form of attacking. Once we moved away from invisibility and instead chased the agile ninja fantasy, and made the sword his ultimate, everything started clicking into place.
What is your best 'not a bug, its a feature' for Overwatch?
This is actually something that comes up fairly often. In general I like to try to keep âtechâ in the game if we can, but sometimes its some weird bug that can cause a lot of other problems, is super unreliable, or is just straight up overpowered.
For example, the Genji ledge dashing bug was cool but both extremely overpowered and also really inconsistent/buggy feeling (which makes sense I guess, as it was a bug). That one we opted to just remove instead of trying to work out way to implement it as a feature, mostly because Genji already has really strong mobility and we didnt want to add more onto that.
Mercyâs glide jump though was something that wasnât really intended but we ended up having to fix for unrelated reasons. When we did that, we went ahead and implemented it as a real feature of the hero so it works a lot more consistently now etc. She also has the big vert super jump which is a lot more tricky to pull off but we havenât really adjusted or changed anything about that either, as its pretty consistent once you get used to it (though admittedly, a bit weird).
What are the most commonly-requested hero changes that never made it to live? Role Rework for heroes?
What are the most commonly-requested hero buffs, nerfs, or reworks that youâve actually tested internally but never pushed to PTR / Experimental, and why were they discarded?
Our tools are pretty robust so its pretty easy for us to whip up some changes and run a playtest to see how they feel. Weâve done quite a bit of tests of all kinds of tweaks, some small some big, that come from the community.
For example, we tried Symmetra as a Support hero where her turrets healed instead of dealt damage. This was sort of fun but was kind of frustrating as a Symm player because Overwatch moves so fast. We started trying to tune the turrets to have super high range, or being able to have a ton of them out, etc. It ended up just feeling like a mismatch, but honestly iâd be up for taking another crack at it at some point. Maybe if she had some other primary way to heal and the turrets were just a way to provide auxiliary healing it might have gone better.
Its hard to think of other specific examples off the top of my head right now, but I know there are more things that weâve specifically tried out and ended up not doing. There are some other popular ideas, such as Mei being able to slide on her own ground-ice, that weâve talked a lot about but havenât actually tried in-game. For the Mei example, our big concern is giving her any kind of mobility would require some serious balance reworking to make her not more terrifying than she already is. I totally love the flavor of it though, maybe some day itâll find its way into the game in some form.
KuroKitten (follow up question):
Thereâs been a lot of talk about reworking certain Damage characters into Tanks/Supports, such as Mei into a Tank, or as mentioned Symetra back into a Support.
What have the teamâs thoughts/discussions been around this idea?
Yea weâve been talking a lot about this, especially as weâre working on OW2.
Mei as a tank comes up quite a bit, its something we can maybe try. She would have to get nearly reworked though, for example her secondary fire is far too much dmg and long range to go on a Tank, but its a possibility.
Other ones that come up pretty consistently in conversations are Roadhog as a DPS, Symm as a Support, Brig as a Tank.
Symmetra as Support?
I touched on this in another answer earlier but the tldr of it is: We tried it once, and it didnât work out very well. That said, the door isnât fully closed on this yet, its possible weâll re-try her as a Support (healer) in the future.
How much do you guys play the games these days?
Every day! Iâm mostly playing whatever hero I feel like needs to be looked at more, or has recent changed weâre testing etc. Though if iâm just picking to try to win, I find myself mostly going for Ashe/Widow/hitscan in general. Or Junkrat, I still have a lot of fun flying around with Junkrat.
Would Ashe be in the Offense or Defense hero class of the old 4-class system?
Hmm tbh I hadnât actually considered this until now. From a âsniperâ perspective, we had generally considered them to be more defensive oriented. But she isnât really a sniper, exactly. On just a whim iâd say Offense, but I could be swayed to make her Defense. I mean, this is basically a big part of why we merged them into one category, at some point it becomes fairly arbitrary feeling.
Will Jeff Kaplan be a playable hero in Overwatch 2?
Why can Moira fade but Tracer not recall out of Grav?
This is understandably super confusing, I totally agree with you. Its sort of came about this way from a chain of rules that really donât even matter anymore necessarily. But heres how it went:
Junkrat trap is made, it blocks movement abilities. Ok cool, lets playtest it. Oh, its weird on Reaper though⊠is Wraithform a movement ability? It technically makes you faster but doesnât really feel like a movement skill, and being able to wraith (even if you cant move) would feel a lot better. So we go with that.
Later, Zaryaâs ult gets the âno mobilityâ rule added to it. We just follow Junkrat trapâs rules, which means Reaper can now escape grav. Hmm maybe this is fine? Lets roll with it, its consistent.
Moira is made. Fade works very similar to Wraithform, weâre consistent where can be with the two of them. However, Fade is clearly much more of a mobility skill than Wraithform⊠so it kind of breaks down in the junkrat trap/zarya ult case, which is where we are now.
This is something weâre looking at right now actually, as part of the Moira Experimental v2 changes that will be coming somewhat soon. What weâre currently testing is allowing Wraithform/Fade to be used while in those abilities (Sigmaâs ult too), but not let you get free of the effect. This means you can hit these abilities to get the immunity effect but you canât run away. Weâll see how that feels when it hits the experimental card.
IAmBLD (follow up question):
Geoff, could you maybe explain yourself a bit better? Sorry, but since youâre already so forthcoming on these upcoming changes, I was hoping you could elaborate. Because what youâre saying here sounds like a straight nerf to Moira, Surely thatâs not what youâre trying to acomplish?
Sorry no this would be part of other changes, like Fade still causing your team to phase out (like the last experimental card).
It was a fun experiment, but it was too good as a dispeling/cleasing tool and far too good at countering zarya/sigma ults. Weâre going to try a version where she can still phase out her allies, but she doesnât remove debuffs (like ana nade) and it wont break people out of these ults. You can, however, learn to time it vs. sigma ult to try to cancel the damage part of the slam, or just reduce incoming damage while stuck in Zarya ult, which can still be very powerful (maybe too much still? weâll find out)
Hardest ability that you thought would be easy to build?
Was there any hero abilities that you thought would be easy to implement, but ended up causing major issues, or maybe caused you to completely scrapped the ability? My other question is what is the funniest bug you ever came across during development?
The one that immediately comes to mind is Symmetraâs wall ultimate. When we (designers) first talked about it, it seemed pretty simple. Lets just take Reinhardtâs shield and scale it way way up, that should be fine right?
Well it turns out⊠not exactly. There were two major hurdles with this thing.
On the gameplay front, a lot of our abilities need to know if they can hit something by checking if the object is just âin rangeâ of it. Well then it begs the question⊠âwhereâ is the shield exactly? For example, we wanted Sombraâs EMP to destroy the wall, but it was having trouble finding it unless you were near the âcenterâ of it, since it was such a wide and flat object.
Gameplay engineering needed to come up with some new tech made just for her wall to allow certain abilities, and other targeting, to understand and be able to hit the wall correctly in different places.
On the engine side, having a giant effect cutting through your entire screen, that has transparency to it, is very costly for performance. We went through a bunch of different visual effects concepts to try to make it look good while still being cheap enough to not crush peopleâs frame rate. We ended up getting to a good place, but there was still a lingering fear about 6v6 Symmtras, all using ults at the same time. This is why there is a concession in place where each team is only allowed 1 wall at a time. If a second Symm on your team uses an ult while yours is still running, yours will be removed when herâs is created.
Tanks becoming more brawly
Actually weâve been talking about Tanks, as role, a lot recently. In the past weâve had trouble trying to figure out how to make tank heroes like Roadhog compete with big protective tanks like Reinhardt. Lately weâve been thinking, what if we just go the other direction? What if Reinhardt was more like Roadhog? What would that feel like for the entire game? Basically, what if all âmain tanksâ became âoff tanksâ?
This would mean Tanks would be less about pure protection, and more about brawly offense. Barriers would be less prevalent, damage overall would be higher (tanks doing more dmg, and reducing less dmg), which is kind of scary potentially. Weâve already been experimenting on this front and so far its been pretty fun, though the game does feel significantly different. Players have to play the map angles a lot more aggressively as you canât just rely oin your Tank/barrier for cover.
Iâm not sure where these experiments will go but theyâre pretty interesting so far.
Overwatch hero in Super Smash Bros.
Balancing out the roles in the hero roster
This comes up a lot so iâd like to touch on this.
I would love to get the roster to 33% each, thatâs certainly a goal. That said, Iâm worried about going a very long time without any damage hero representation. If you look at the release history, weâve been trying to push it towards an even roster without just ignoring damage heroes entirely.
Regret hero reworks?
Frequency of Ultimate Usage
The biggest thing on my mind is that of Ultimate Abilities and your take on their current power level, particularly when they are thrown in conjunction with each other. A solo Ultimate feels pretty fair for the most part, but more often than not those âdesperate pushesâ that involve 2 - 4 going off simultaneously just feel TERRIBLE on the receiving end.
I acknowledge that thereâs strategy in saving Ultimate abilities, so blasting everything the team has isnât always the best choice. But I still canât help but feel like when these moments DO occur, which is still too frequent for my taste, that they negate the gameplay integrity that is so demonstrable in the regular gunplay w/ normal abilities.
Does the team think along the same lines, where Ultimate Abilities might still be too strong still, and what are the plans moving forward to change this if at all? Even if there are no current plans to change the weight of these Ults, would you still be able to shed light on what the thought process is toward them currently?
Thank you so much again guys!
This comes up fairly often, and in the past we have done a few things to nerf ultimates already. Weâve nerfed the ultimate costs across the board twice now, to try to make sure they arenât coming up too often. Weâve tried to adjust ults that feel like they donât have enough counterplay, such as Sombraâs EMP getting a longer delay before going off.
Overall this is something weâre very aware of and weâre trying to make sure ultimates still feel like big moments within the game, but not just purely being an âI winâ button. Abilities like Baptisteâs lamp (which btw i find funny the community calls it this, since internally we literally used a lamp model while testing it) were created to help open up more options to counter ults without requiring your own ultimate. Ideally it should feel great to land a big ultimate, but also feel great if you can work around or straight up counter an enemy ultimate, which is also why we made a change a while ago which made it so if you ever kill or stun a hero who was starting an ult, they always lose it (previously it didnt âspendâ thier ult meter until after the ult actually âstartedâ in a lot of cases).
In general this is a very tricky question and its something weâve been constantly tweaking and iterating on over time.
TTK Powercreep
People love to throw around power creep because everyone can attribute whatever issues they with the game to some kinda power creep.
However, most discussions center around damage/healing and ttk.
On the lethality/ttk front:
Its hard to know exactly if lethality has crept up in the actual hero data, if the meta and/or player skill has pushed it up further than it was, or if its all just perception, but weâve tried a couple internal experiments where weâve tried lowering dmg and healing across the board to see how it feels. That experiment didnât quite work as a simple experiment, because there are a number of heroes that have certain thresholds that break if you lower damage etc. Weâd have to do something more methodical to test it properly but I can tell you for sure the game doesnât feel very good when lethality gets too low, even if healing also gets low.
On the healing front especially, once health bars are moving up and down a lot more slowly, it makes it really hard to feel like youâre âsavingâ people in clutch situations (unless you use an ult or something of course).
Interestingly, on our list of experiments to try is to make the game significantly more lethal than it is right now. Iâm not sure how it will play out (we havenât tried it yet), but the goal would be to allow for more âcarryâ potential, as a great player would be able to more easily 1v2 or 1v3 enemies. Again this would just be an experiment, but its interesting to think about and potentially try.
All of this isnt to say we couldnât try to make changes to lower damage across the board somewhat, but weâd have to be very careful not to push that too far as the game really does feel and play a lot worse when the lethality drops too low.
Questions answered by Technical Director John Lafleur:
Echo's duplicate is the hardest ability to implement
From a tech perspective, I think the hardest might have been Echo. Her ability to duplicate an opposing hero brought a ton of challenges and bugs. In most areas of Overwatch, our ideas for what we would like to do are ever expanding in complexity. But we need to make it work with assumptions that we made years ago. Sometimes they donât mesh well. With Echo, it was a difficult clash to work out. In the end, she turned out to be a really fun hero, so it was worth the work. But there was a lot of engineering grey hairs generated around that one!
nimbusnacho (follow up question):
Is it going to be increasingly difficult to make her ult work with all new heroes or did you get it to a spot where itâll be easy to just insert new heroes into her ult
The biggest challenge, in that regard, was how we handle the budgets around the heroes and how we handle loading. It was tough, but we found a solution that would work (with some compromises). It should be okay for additional heroes, as well. But the imagination of our hero designers never ceases to amaze me, so perhaps I should knock on wood.
ChineseFountain (follow up question):
How closely do the engine team and content team collaborate? How does that process work?
Like with Echoâs ability, was that something that the engine team needed to build support at the engine level for first, then the content team can get to work customizing the feature that was built?
All parts of the team collaborate in the creation of the heroes. Heroes are usually available to play in team playtests months before they will come out. So we all get a look into them in an extremely early state.
The game engine is a good bit more flexible in development than it is in retail, so often the designers have what they need to make something work; we just need to make a pass to control the performance and efficiency of the heroes so that they will function well on all our supported hardware. On occasion, like with Echo, we need to do more significant rewrites of systems so that we can get things within a shipping budget.
What does a typical day look like for the Overwatch team?
It differs a bit for everyone, but we usually start each day with a team playtest. Every other day we have a quick âteam standupâ where we discuss major initiatives we are working towards. And itâs an opportunity to keep the team on the same page with where we are and where weâre going and to celebrate achievements. For the rest of the day we are typically collaborating with one another in smaller strike teams, meetings, and individual work to drive features forward. At the end of each day we have another team playtest. Every day is different than the other and different for some individuals than others, but thatâs the very basics. The good thing is that it hasnât changed too much with COVID, though we do miss the face to face. Virtual face to face isnât quite the same.
Can we get a Devs vs. Pros/Casters exhibition match?
I think we did do this at BlizzCon just before we shipped where we played some streamers. Back then it was great because we were the best Overwatch players in the world! I donât think we would fare as well, these days. But it would be a lot of fun. Fun side story: When we were in the final year or so of dev for Overwatch, we put in some somewhat long hours at the office. As a lark, our QA set up a multi-week tournament across the team to give us a moment to take a break, eat pizza and watch tournament games, shoutcasted by two teammates. The tournament games were SO much fun and drove us to push harder on spectator features and the plans for the league.
Hardest ability that you thought would be easy to build?
Was there any hero abilities that you thought would be easy to implement, but ended up causing major issues, or maybe caused you to completely scrapped the ability? My other question is what is the funniest bug you ever came across during development?
I had another reply where I mentioned the challenges of Echo, which has, arguably, our most difficult ability from a technical perspective. But, to be honest, we knew that one was going to be challenging going in. However, what I have found is that even with the âsimplestâ of abilities, we often find that they are harder than we thought. Often this is because we expand on our original ideas as we develop the hero. Other times it just is unanticipated challenges. One example of the latter is Moira. Her animation was very challenging and took a lot of work from our tech art and animation teams to get correct.
As for funniest bug, I donât have one that is popping into my head that is actually funny. There are a lot that seemed funny when on very little sleep, but not so much after a good nightâs rest!
What is is like working during the COVID pandemic
What is an unexpected way Covid impacted your workflow? Do you see it impacting the industry in the future with working from home more?
The workshop was a passion project of a few developers; are there similar projects that are currently being worked on, or some that didnât make the cut?
Who do you personally find the best designed hero in the roster?
And for a bit of a personal question; Do you have any tips on how to break into the industry in the current climate? I recently graduated and it is an awkward time, with some companies just not hiring. Have some priorities for new hires shifted? (Something like a bigger emphasis on independancy to proof you can work from home).
Bill hit some good ones. Iâll add that another challenge is that we cannot just walk around the office seeing the cool things that everyone is working on or engaging in random conversations about what we can help with. We still have some of those over tele-conferencing, but it isnât as impromptu.
As to your âpassion projectâ question, there are a lot of those on the team. From evolving the gameplay to introducing new, previously unplanned graphics features, to enhancing the effects in our game and even novel ways to reduce memory or load times. Every member of the team has their specific passions and areas of expertise and they often manifest in unplanned ideas that make the game so much better. I spoke about some of this at last BlizzCon, but it is an ongoing thing. We even have a week or two a year where we all think âoutside of the boxâ about things we can add to the game that are awesome.
Asking about Map Editor
About applying for Blizzard
Some thoughts from me:
A passion for games (and Overwatch, in our example) is obviously a huge plus.
Experience is great, whether you gain that through your job or through hobby work outside of your job. That can apply to engineering as well as to experience working in a team. If someone has demos of their work, that goes a long way towards standing out.
For us, familiarity with C, C++, C# is big as is familiarity with some of our content creation packages (like Maya, Photoshop, etc).
And weâre always looking for individuals that bring a different viewpoint to our team. We find the best ideas/solutions tend to come from a diverse team working together to solve a challenge or implement a feature.
Questions answered by Lead Engineer Bill Warnnecke:
Audio occlusion bug question
will the audio occlusion bugs ever be fixed?
itâs not fun to be killed by silent-no-footsteps reaper/roadhog: https://www.youtube.com/watch?v=C8Aq7m7yuYE (no crouching)
with that replay in hand I actually tried a clean Windows install to see if that helped, and tried three different soundcards (including built-in standard intel onboard audio drivers, and same for nvidia HDMI audio)⊠no difference
Hey there, weâve definitely worked through audio occlusion bugs in the past, but unfortunately thereâs not a single problem that solves all of the issues. Any time you encounter this if you can post detail on our bug report forums it really helps us dig into that specific issue.
Can the matchmaking tell the difference in level experience?
Hey there, the matchmaker COULD be aware of the level of a player but it isnât something that we currently take into account when matchmaking.
The reason we donât specifically take level into account is because itâs an indicator of time played on a specific account and not the skill level at which someone performs. While it is true the more you play the more skill youâre likely to gain, itâs also true that skill gain will be reflected in the matchmaking values as well.
Confirms the matchmaker is more confident in your MMR the more you play
I want to question the mechanic wherer a new account loses much more SR than an older one, where an older one would lose 25 SR, the new one could lose up to 100. This is supposed to help the smurfing problem? wouldnât it keep smurfs down after some dumb loss, and make the problem worse? Why not flip the switch and award more SR for a win on new accounts? I honestly feel that, although not perfect, itâs better, because if someone gets boosted to a higher rank than their skill or gamesense, they get pummeled and sent back down until they stabilize, and smurfs shoot right back up.
Which hero makes the best scrambled eggs?
What is is like working during the COVID pandemic
What is an unexpected way Covid impacted your workflow? Do you see it impacting the industry in the future with working from home more?
The workshop was a passion project of a few developers; are there similar projects that are currently being worked on, or some that didnât make the cut?
Who do you personally find the best designed hero in the roster?
And for a bit of a personal question; Do you have any tips on how to break into the industry in the current climate? I recently graduated and it is an awkward time, with some companies just not hiring. Have some priorities for new hires shifted? (Something like a bigger emphasis on independancy to proof you can work from home).
Remote support is challenging. Our team regularly works together to support each other, we have chat channels for help, and people utilize that regularly for support. While engineers are often helping the team out with connectivity issues, it really has been a team wide effort to band together and solve problems.
How much do you guys play the games these days?
I play nearly every day. I tend to prefer Zarya, McCree, and Zenyatta. I do a lot of Mystery Heroes with friends I grew up with. They live in Minnesota and Iâm in California, Overwatch is one way that I try to keep in touch!
12 versus BOSS PVE?
Favorite user-created workshop mode?
Biggest challenge with Overwatch to date?
Our initial launch was a huge challenge. We wanted to release on all platforms (PC, Xbox One, PlayStation 4) in all regions at the same time. We put significant effort into performance profiling to ensure our servers would hold up on launch day. There was a huge amount of work involved between engineering and QA to get through the console certification process for both platforms. It was an exciting time, one Iâll never forget, and Iâm happy with how well it went!
What are the challenges of audio production?
I really like how Overwatch has a global cast of characters, so can you talk a bit about the audio localization pipeline works (for example how you manage the sheer amount of audio for different locales and how you decide which voicelines will be in the characterâs native language or not)? or any fun stories about audio features? (I love the piano in Paris!)
Hey there, great question! Localization is an important part of Overwatch and audio is just one part of that effort. When weâre discussing new heroes, new maps, and lore, we make an effort to collaborate with our diverse global team early in the process. A unique aspect of localization for us is empowering our regional teams to help select voice actors and provide early feedback when weâre working with content that is from their region.
In general we try to have VO in both English and native language, and tend to alternate which we use based on if the hero is on your team or the other team. There are logistical considerations, for example not all voice actors are multi-lingual.
Audio plays a huge role in Overwatch gameplay. Scott Lawlor, our audio director, and the rest of the audio team are extremely passionate about Overwatch. Their hardwork and creativity result in not a great overall audio experience but also nice touches like the piano in Paris!
Public Bug Tracker
Hey there, I can tackle a couple of these!
We havenât seriously considered a public bug tracker. As you call out there are a few benefits that would come from having one, there is a major investment required to manage that system, and process changes for the entire development team. Our development team and QA folks are regularly reviewing bug report forums. It may not seem like issues are noticed but theyâre almost certainly being tracked.
We donât have a lot to share about OW2 today, but as a general strategy we fix bugs in the earliest version of the game that makes sense. We wouldnât intentionally hold off on a bug fix for OW2 unless there was some major architecture changes required to make the fix.
Technical presentations in conventions/conferences coming up?
Hey there, that is also one of my favorite talks! There are a few GDC presentations just a bit after we launched Overwatch, if you havenât seen them all you should check them out! Right now we donât have anything planned for conferences, I think weâll need to see the impacts of covid19 further. Cheers
About choosing server/datacenter preference in matchmaking
Will there ever be an implementation to let players chooseâor at least preferâwhich servers they want to play on? Iâm on Middle Eastern servers for example and, though the low ping is nice to have, Iâm met with even longer queue times instead, and Iâd personally rather play on ~150ms ping with shorter queue times than ~30ms ping with longer queue times.
Hey there! Recently we added the ability to specify the server location when creating a custom game. Currently we donât have any plans to expand this to Quick Play or Competitive, but we do see people ask for this occasionally. We have some concerns with how this would be implemented, in particular trying to avoid win trading or match fixing by abusing low population regions.
If youâre on PC you can select Americas, Europe, or Asia for your region when you launch Overwatch. That will limit you to servers that are part of that region. Middle East is currently part of the Europe region, you could try to use Americas or Asia to change things up.
Cheers
What is it like working for Team 4?
I absolutely love working on Overwatch and the team is amazing. Iâm regularly inspired by the amazing people that not only directly work on the game but also support us from other groups. Much love to folks in IT, Battle.net , Risk, Game Security, Customer Service, Localization, etc.
The community regularly inspires me. Itâs why youâll find me on reddit and our forums regularly outside of the AMA. Thanks for being a player and a fan, weâre thankful for you! <3
Questions answered by Lead Character Technical Art Dylan Jones:
How much do you guys play the games these days?
Speaking for myself here - I play a lot of competitive Overwatch. I play 10-20 hours of competitive Overwatch every week, and I love it. I used to play flex. I truly enjoy playing a wide variety of characters. Lately I have been focusing on Tanks and Healers, as my friend plays DPS.
Making other themed events?
Hello, I am a HUGE Overwatch fan despite being Bronze lol. Iâve got all the Lego sets and OW is a massive inspiration for me going into art and getting qualifications in Illustration. The game really helped me get through my autistic life and I canât stop thinking about it! I want to thank you guys for the accessibility, artistic and fun aspects of Overwatch. Donât listen to the haters (unless they actually are constructive lol).
I have a couple of questions:
How do you feel about Overwatch as a âmultimedia franchiseâ along the lines of Star Wars and Marvel? Have you ever planned about it becoming that big with probably a Cinematic universe and many more genres of games? What did you plan Overwatch to âbecomeâ best case scenario?
This question is for the artists, if you were to make your own event theme what would you base it around? I, myself drew a picture of Zarya in 50s rockabilly style that Iâd LOVE to see. I sketched it yesterday, thoughts?:
Imgur: The magic of the Internet
Artist answer here - I really like the themes for the lunar new year events, and I look forward to working on those every year. Iâm not sure what I would do if I got to create my own event, but the rockabilly idea and sketches are cool!
Whats new in Overwatch?
A lot has been added! Role Que, custom game modes, replays, new heroes (Sigma, Baptiste), and a ton of unlocks.
What is your best 'not a bug, its a feature' for Overwatch?
Why can't certain heroes have golden parts like Ashe's Bob?
Golden guns are an ever-evolving topic. On some of the more original characters we ran into tech challenges when trying to add gold versions. One thing to know is that we came up with the idea of golden guns after some characters were already made. Example â Torbjörn turret was made to go molten core before we knew about golden guns. When we tried to apply the golden shader it broke molten core. As time goes on, workflows and tech improves, we get more and more flexibility of where we can add gold to a character.
Can we have a fan-made skin contest?
Back when we are working in the office we have a hallway dedicated to fan art. It varies from entry level to professional level, and it is all inspiring. I regularly spend time looking at this art and seeing what the community is coming up with. Weâre always inspired by the community and itâs art, but we donât have immediate plans for that kind of contest right now
Hardest ability that you thought would be easy to build?
Was there any hero abilities that you thought would be easy to implement, but ended up causing major issues, or maybe caused you to completely scrapped the ability? My other question is what is the funniest bug you ever came across during development?
Answering from an Art point of view here⊠Brigitte Flail - This seems like a straight forward idea, but it turns out making a flail with a extending chain in a 1st/3rd person game can be challenging.
On question 2 - I have seen a lot of crazy bugs, even some from here on this reddit. One that comes to mind was the discovery of âDepressionwatchâ where many of the characters were exported without facial animations. Another OG bug that comes to mind that will always make me laugh was when Widowmakerâs butt inflated on reload.
ArdhamArt (follow up question):
Interesting, why is the flail so challenging?
Figure thatâs why I donât see it so often.
There were many challenges, here are two specifics.
We had a hard time coming up with a look we liked for the chain. Most flail reference we found had the chains at a fixed distance. It was hard to find reference of something swinging like a flail, but also having an extending/contracting wire/chain. We ended up swinging an XBOX controller around, controlling the distance of the wire with our other hand.
Once we had a target look, getting it to move like that in engine was an animation challenge. We had to come up with a way to break up the animations and models for gameplay, but still get the look we liked from the XBOX controller video reference.
Process of making new heroes?
Hey! Aspiring game developer here. I was wondering what some of the core aspects of creating a new hero are for you guys. What steps do you take in creating a new hero? Also, what are some of your core balancing values when it comes to heroes in general, or adding new heroes?
Funniest Bug?
Questions answered by Principal Designer Scott Mercer
How will balance changes consider achievements?
How will Achievements in Overwatch be addressed as the gameâs 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, Iâm 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. Weâve 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.
Remove the medal system?
One of the things weâre 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 âDid I play well?â and âDid I do something awesome?â whether you win or lose.
That might be an improved medal system, or something else. Weâll see!
Stricter penalties for leavers? Community moderation system?
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 Offenseâs âOverwatchâ program)?
Also, what is Jeff Kaplanâs 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 âsmurfsâ â 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 games for no reason. Note that I consider the concept of a smurf as some who deliberately manipulates the skill rating on an account to play in a lower rank. I donât consider smurfs are the same as having an alternate account where the player is trying their best with no restrictions, but I do consider âUnranked to GMâ challenges that play in a limited fashion (such as only with one hero) harmful and disruptive to the community.
From what I have seen, players are more frustrated than ever with teammates leaving matches (especially in Competitive Play). I think there would have to be some context to how often players appear to be deliberately leaving and appear to be disconnecting (I know we canât tell if a player forcefully disconnects versus a technical issue). Still, it seems like the leaver rules have had little challenges actually to deter leaving in all game modes or deter players from trying to play Competitive with known technical issues.
Itâs been two years since the introduction of the Endorsement system and Looking-for-Group tool. While both made an impact in our community behavior, it feels like our mentality is starting to numb in regards to promoting cooperative play and grouping up. As a personal example, I gave up trying to get to Endorsement Level 5, and Loot Boxes are not an incentive to me anymore.
Thanks for considering my questions. Please continue to stay safe!
Several cool questions here, so letâs go?
Are there any current plans to continue to improve the player behavior experience for the game?
Funny you ask that, but weâre going to make the penalties for leaving competitive games a bit more severe in an upcoming patch. (More details then!) Weâre ALWAYS looking to improve the player behavior experience, and thereâs several interesting initiatives for identifying bad player behavior that are currently in the pipes. Weâll 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?
Itâs been discussed, but weâd 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!
âSmurfsâ are another topic weâre discussing, but itâs important to note that thereâs a lot of different issues here. Let me start by saying if you throw a bunch of games to derank so you can then rise back up to a higher SR, that is considered gameplay disruption and action can be taken against that account. Donât do that, folks.
Things get a little murkier when the âsmurfâ is a brand new account. We have multiple different systems in the matchmaker to try and identify new players skill and adjust quickly such as win streak bonuses, increased rate of MMR change for new players, and we still make some adjustments based on your personal performance until the player reaches a high SR. We can tune these more aggressively, but it can create negative consequences for players who actually ARE new. So weâre looking at some new ways to identify skill so we can quickly identify the players who skill and SR donât match. Itâs a tricky problem, but weâre working on it.
With regards to your second leaving question, Iâm not sure exactly what youâre asking. Leaving is disruptive, but thereâs always going to be a certain amount of it. Real life emergencies can intervene, internet connections sometime go down, computers crash, etc. What we try to do is to make sure thereâs never a gameplay incentive that encourages people to leave, and put in place penalties significant enough to discourage people from leaving simply to be disruptive and spiteful.
With regards to the Endorsement system and Looking-for-Group, both have had a noticeable long term effect on creating a more positive Overwatch community online. Has the positive effect lessened over time as the community has lived with the system for all these months? Of course, but thatâs not entirely unexpected. Endorsements werenât added simply to reward good behavior, but promote and recognize the players who make playing Overwatch a more positive place for everyone.
Why did Competitive stop planning for the 6-stack requirement in beta?
Sure! There were several factors in the decision to switch to the more flexible queue system we currently have.
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.
Six player only teams solved some matchmaking problems (youâre 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.
Requiring you to find your five teammates to play can be a logistical issue. Letâs 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.
Finally, letâs face it⊠If we didnât have a solo queue the first thing people would of asked when we introduced competitive play would of been, âThatâs great, but whereâs solo queue?â Itâs very popular for a lot of reasons.
We still have some long term cool (but far in the future) ideas around competitive formats using fixed 6 player teams, but it would likely take the form of short duration tournaments rather than month(s) long seasons like we have now.
Hard reset for Competitive SR/MMR
I donât know if this has been discussed before, but what has the OW team thought about having a hard reset for their competitive mode? I donât 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 Iâve 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 devâs 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 Iâm stuck in the same elo.
Weâve 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 everyoneâs 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 questions like âwhy do I typically die?â and make changes to try and prevent them. If you improve your play and skill, your SR will rise, too.
More action against disruptive behavior?
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?
Iâm 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 weâve made a lot of progress with player reporting, thank you messages for reporting bad behavior or abusive chat, endorsements, etc., weâre 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 canât 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 theyâre 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.
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Honestly I only have questions about the future of the game, so I guess its a dud for me
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Yeah, I think was the first to ask a Question about Sym⊠but have not seen Devs respond yet⊠so donât know if this is real or fake AMA yet. (Would not be surprised if I was Trolled)
Do they plan on making both the Tank and Support Role more alluring to the player base? I have some ideas, but I want to see what the Overwatch team has in store first.
Well I have to head to that VP meeting bbeen talking about soonâŠ
Please inform me, if another Sym related post was answered on Reddit.
Jeff Kaplan has confirmed that Michael Chuâs old post has been fulfilled:
weâre in a really great place to move forward right now. over the past year we were lucky enough to get jeff chamberlain to become our new creative director. jeff was the director of our original announcement piece for overwatch back in 2014 (as well as some amazing blizzard cinematics over the years â WOTLK intro for example). weâve also added some really amazing narrative designers and are partnering with our story and franchise development group (they make the animated shorts, origins movies, comics, statues etc) at an insanely intense level. there are some very cool lore developments coming.
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Just noticed they added âno futureâ questions ruleâŠ
But Symđ and all my preparation
Well, if itâs like any other AMA, pointless joke questions are going to be upvoted to the top and people answer these low risk questions whereas questions that require actual input are largely ignored. Cue the devs answering how many jars of peanut butter Winston eats in a day.
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Wonder what their stance on power creep is.
Plz ask if exclusive or limited time event skins will ever return?
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They have hidden scores I think.
Lol first question I see: âWhy donât you think Brigitte needs a nerf?â
They are pouring in like crazy:
Geoff Goodman on why Sombra not being a support:
Actually, im not sure if people are aware of this even, but Sombra was initially prototyped as a Support hero. In fact, it really went far beyond prototype, she only became a damage hero in the stretch of her development.
She had some of the most significant changes while going through developement. Her whole kit used to be centered around staying invisible and landing hacks on the entire enemy team (you could hack more than one target at a time). But hack worked differently then: It used to last a lot longer and it reduced your healing and damage output instead of making you unable to use abilities.
This meant even though you had one less healer as a support, you theoretically made up for it by reducing the enemy teamâs damage. It was a pretty fun little mini-game for her, but people were ultimately very frustrated by being debuffed like that, even if they knew on paper she was reasonably balanced. In fact, weâve tried a couple times to try a damage-dealt debuff (Wrecking Ball had this at one point too), but it hasnât stuck yet. That debuff ends up more frustrating to players than many other debuffs like Anaâs grenade or Zenâs discord even.
So we went with a more aggressive kit and moved her to Offense instead, especially because we were already feeling on the fence about non-healers being in Support (Symm was still there at that time). At this point in the game if a hero is in the Support category, theyâre expected to be able to heal, that would be a challenge here as well.
Goodman confirms characters mentioned in lore could become heroes
This is always a possibility! Ana is an example of a hero that came from the story. She wasnât created initially to be made a hero but we saw a cool opportunity while making a new support to have it be her and it worked out great.
That said not every character/personality in the story will (or even should) be a hero, but weâll see!
Jeff confirms that Summer games is coming back (no details on content)
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Starting to look like itâŠ
Now seriously depressed
Why are they ignoring all the interesting and serious questions ??? i donât get it
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The amount of people who call Jeff Kaplan âdaddyâ makes me super uncomfortable.
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They are ignoring the future questions
They should make an OW2 AMA someday
1 Like
Please somebody ask when the Zenyatta Soon lore is coming out. ._.
Just a confirmation if itâs OW2 or do we actually got something in store before OW2 would be nice to know.