So how does ping system work?

It says in the post that if you ping people and they break line of sight it shows the last known location, but does the ping follow them through walls if they’re in your teammate’s line of sight, or does it only check if they’re in yours?

Based on everything I am reading in the article, it only sounds like a ping only relates to the POV of the player who issued it. However I will see if I can get a more confirming answer.

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Here this is how it works mate. Polygon: Overwatch 2’s ping system detailed by Blizzard.

That article is just a copy-paste of the official news post on PlayOverwatch.com and does not answer the exact question the original poster is asking.

this video is better and more detail Overwatch 2 has an insane new ping system - YouTube

Nobody knows the precise workings of the ping system except those who are under NDA. I think the specific question is what happens when the teammate who pinged Reaper loses line of sight, but he’s still in LoS of some other member of the team - will the ping stay attached to him? The article doesn’t say. Also what if he only briefly leaves LoS and comes back, will the ping re-attach or will players have to spam pings to keep them fresh?

Just watch Stylosa’s video, he breaks everything down and explains it nicely.

I think it will be similar to Hunt: Showdown.

I have it set to my mouse where i press the middle mouse wheel and it sets it off. I don’t know how this really can be too ideal for this game. considering how small the maps are and how fast everything is happening.

I mean for a game like Hunt, where Bush Wookies exist. It is useful. But in Overwatch nobody is concealed behind thick shrubs, barn windows or sniper towers. So I just don’t see it being viable or useful. I think it will be more of a spamming issue than a way to help people.

I could see something like other voicelines and notices being MORE useful than that.

“Flanker right”
“Flanker behind”
“Flanker above”

More detail would be appreciated. We’ll all learn through experience eventually, but it’s got me curious. Consider:

I ping a character who can repostion fast (ball, sombra, tracer, reaper, etc… let’s use tracer), but force her to reposition. Her recall takes her quite a large distance away from me (out of my vision), but she lands next to someone else on my team who does have vision. They ping the tracer. My ping, which was helpful before, is now a hindrance because it’s stale and fighting with the new ping for attention.

Likely an edge case, but a confusing one nonetheless. Partially solved by allowing other players to override positional pings (e.g I ping tracer, tracer recalls away from me, lands next to you, you ping her, and that removes my “she might be here” ping). Also partially solved by letting people remove their own pings (introduces a small degree of micro - but useful for cancelling your “moving here!” pings too)

Systems are hard. :laughing:

This thing seems like a nightmare to code compared to the static pings in apex, and then they gotta go back and re-evaluate it for every new hero and rework… i do not envy whoever is working on this project