Overwatch

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Ryoki
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Re: Overwatch

Post by Ryoki »

Probably because i stopped buying games at full price years ago and back when i did newly released games were around 50 at most...

40 might be acceptable though!
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Tsakali
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Re: Overwatch

Post by Tsakali »

Transient wrote:Considering how many hours I've gotten out of it already, and how many more I'm sure I'll get in the coming months, I figure it's worth it. :up:
This. When it comes to quantifying price to entertainment value, gaming always comes out to be a very inexpensive proposition. Specially for online games were replayability, can potentially reach 100s of hours.

Oh and did I mention that the game is a lot of fun?
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Κracus
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Re: Overwatch

Post by Κracus »

Eraser wrote:Landing all 6 shots when fanning the hammer shouldn't be difficult on a target stunned by flashbang.

Bastion isn't overpowered that much, you need to approach him with the right character the right way. Pharah can deal with him, as well as Widowmaker. I think Tracer might be an option due to her speed.
Tracer is definitely viable against bastion as long as you flank him and get close before he notices you. Takes 3 clips to end him but by the time he realizes he's being attacked you're already into your second clip.
Tsakali
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Re: Overwatch

Post by Tsakali »

Or u can run on him and place the sticky bomb
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Eraser
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Re: Overwatch

Post by Eraser »

Genji's annoying for bastion as well with his deflect ability. Before you notice, you're dealing all that damage to yourself.
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Κracus
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Re: Overwatch

Post by Κracus »

I'll only do that if he's surrounded by team mates. There's no point in wasting your ultra on him as he's a fairly easy kill as tracer. Most of the big tanks are easy kills in a 1 on 1 scenario with tracer. Just do your damage and teleport around them and if you by chance fuck up and they catch you, just rewind time and keep trying.

But yeah, sticking a bomb on a big tank is super fun although Roadhog will take one and keep on going like a champ. That guy is tough to take down.

Btw...

[youtube]ck_onJPDQCw[/youtube]

:D
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Transient
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Re: Overwatch

Post by Transient »

Ryoki wrote:Probably because i stopped buying games at full price years ago and back when i did newly released games were around 50 at most...

40 might be acceptable though!
There is seamless integration of your battle.net friends list in-game, too, which makes grouping up way easier. :up:

Also: http://kotaku.com/whats-next-for-overwatch
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U4EA
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Re: Overwatch

Post by U4EA »

Overwatch game director on their upcoming and future plans.
Jeff Kaplan wrote:There's a lot going on right now. We're working on content patches throughout the rest of the year and into early 2017 currently. Of course we have long term plans, but we like to remain agile to respond to the current direction of the game and players' needs.

Our big focus right now is Competitive Play. We did a big push on this feature in beta and got some really amazing feedback. We were hoping that from the beta version of Competitive Play, we would need to do some polish and iteration and then release the feature but we felt like the feedback we got was basically asking for a different direction. So Competitive Play is quite a big effort for us this time around -- almost as much work as the first version. But it's really far along. We're playtesting it multiple times a day. We're also looking into/debating putting up a Public Test Realm for this feature so that we can test it in a larger environment before putting it live. Even when it goes live, I anticipate our first few seasons will require iteration on the feature. We're working very hard to make it awesome at release but there are some things you need to see and feel along with a large population before you can properly sign off on the feature. I anticipate Competitive Play will require a few season's worth of iteration before we're in the place we want to be.

We're also working on new heroes right now. We have some that are very far along and others that are just getting started. We also have some prototype heroes that may or may not ever see the light of day. We do a lot of prototyping... I don't think we're at a point where I can really talk openly about the release schedule for the new heroes because I don't want to set expectations and then have something come up and suddenly we're backing out on a "promise" we never really made... if that makes sense.

We're also working on a few new maps right now. One of them is "officially" in our production pipeline as it has passed through enough prototyping and playtesting that we feel confident in it. So that map is in the hands of our art group at this time. They are busy making it look awesome and while they do that, we keep going back and playtesting it to make sure nothing changed between the early level design blockout and the final "artified" version of the map.

We have a few other maps that are in prototype and playtest phases right now. Some of them will become real maps and some of them will be totally scrapped -- so I can't really commit to you on those. For example, we tested a map yesterday that was amazing yet a total disaster at the same time. Aaron tried some very innovative level design tricks that we hadn't done before in OW. On the upside, the map was very unique. But the we ran into problems with sight lines and the map was basically dominated by long range heroes, leaving heroes like Reaper practically useless. So if we can fix the sight lines while not losing the overall vision, that map might turn into something some day.

So maps and heroes are being worked on daily. I wish I had dates for you but whatever date I gave you would change and then you'd all be mad at me. The good news is, like we've said before, for Overwatch, we won't be charging for those maps or heroes. Those will just be live updates that will come in a patch for free.

There are some other features that we have our eye on. For example, we want to make a lot of improvements to the spectator/broadcast/observer functionality in the game. The spectator feature has come a long way since the early days of beta but we know it can be improved. We've gotten tremendous feedback from people running tournaments and have a lot of good ideas how to make the game more watchable. We feel like some of these improvements will also benefit things like PoTG and Highlights as well once we get to them. These features are not being worked on heavily right now. We're more in a mode of design and planning around these. So there's not an immediate timeframe for the spectating stuff. But it's important to us and part of our daily conversation at this point.

We have a lot we want to do with Highlights and the PoTG as well. We would like to improve those features and there are a lot of cool ideas we want to see happen.

We talk a lot about the Brawls and Custom Games. These are really cool features that we feel like we haven't even fully scratched the surface with yet. We want to do a lot more with Brawls and there are some seriously awesome ideas from the team as well as the community that we want to get to. For Custom Games, we want to improve overall functionality but figure out a way for players to play more Custom Games with their friends or with strangers (for example, we're researching what a server browser-type feature would look like in OW). This is a ton of work so would not be on the immediate horizon. But in our dream world, you could play Custom Games with 11 other people (friends or strangers) with fun rules in play and gain EXP while doing it... so yeah.

There is more we want to do with the progression system eventually (this is more long term -- not immediate). We want to give you more customization options (we know people want to have random option for Poses for example). We have some cool ideas of how you could equip more than one spray or voice line... so those are fun things we'd like to get to. But they are minor and are far off. We also have some pretty cool new content we want to add to the progression system -- so we're looking forward to getting some of that in eventually.

There's an endless list of social feature improvements we want to make. These will most likely make their way in "some at a time" each patch -- rather than as a huge feature. We want to continually improve the social experience. For example, in the upcoming patch that has Competitive Play, you can now instigate many of the social actions on another player any time you have mouse control -- so in Hero Select, Assemble your Heroes, end of round card screen etc. (obviously, PC description listed). It's a minor thing but makes a big difference. So ongoing social feature improvements. We cannot stress enough the game is best played with other people -- it's a team game.

There are a lot of tech initiatives going on. I'm not the best one to speak to those. Obviously, we're putting a lot of effort against our high bandwith Custom Game option to see if we can explore proliferating that feature further. That's a big tech effort that isn't really player facing most of the time. We make constant adjustments to our matchmaking system. We're reworking some of our internal architecture so that designers can prototype game modes more easily -- not exciting player-facing features but this is the kind of thing that leads to fun stuff for the players eventually.

And then there is a never ending amount of bug fixing. For example, we have a few bugs on consoles right now that drive us crazy. You cannot leave a game as a group. This needs to be fixed. Also, if a friend gets recommended to your group you get a dialogue telling you to press Y/N... which doesn't exist on a console controller. So this needs to be fixed. There are and will always be things like this that need to be fixed. So that's something we're always addressing. There is a large anti-cheat and anti-hack effort going on, but I can't really discuss that (the first rule of fight club...).

Obviously, there is a lot more going on -- stuff I am forgetting to mention as well as some surprises. I can't stress this enough: some of this stuff might not happen. The reason developers usually don't give insight like this is because if something changes or doesn't happen, players get very angry at us. I would like to change that dynamic but we need to do that together. We'll share more information with you guys so long as you understand none of this is a promise and things do change throughout the course of development. So when we see a "HOW COME WE DIDN'T GET THE HIGHLY PROMISED RANDOM POSE OPTION" rage post 2 years from now, please feel free to quote this paragraph in the reply...

We'd love to hear your thoughts on this stuff. We frequently change our focus based on what we're hearing out of the community! Hope that helps to give some clarity on what's going on here in Irvine, CA.
Source: http://us.battle.net/forums/en/overwatc ... 77#post-12
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Κracus
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Re: Overwatch

Post by Κracus »

This guy should teach other studios about how to communicate with customers. Lookin at you Peter Molyneux.
Don Carlos
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Re: Overwatch

Post by Don Carlos »

Anyone playing on PS4?
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Eraser
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Re: Overwatch

Post by Eraser »

Don Carlos wrote:Anyone playing on PS4?
pff :offended:
Don Carlos
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Re: Overwatch

Post by Don Carlos »

I can't quite put my finger on why this game is so much fun...
Don Carlos
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Re: Overwatch

Post by Don Carlos »

http://www.kotaku.co.uk/2016/06/16/watc ... -in-action

How can they constantly get away with this shit?
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Eraser
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Re: Overwatch

Post by Eraser »

Because China
U4EA
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Re: Overwatch

Post by U4EA »

Don Carlos wrote:http://www.kotaku.co.uk/2016/06/16/watch-the-chinese-overwatch-rip-off-in-action
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Κracus
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Re: Overwatch

Post by Κracus »

Wow...
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Κracus
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Re: Overwatch

Post by Κracus »

Don Carlos wrote:I can't quite put my finger on why this game is so much fun...

It's easy to pick up, hard to master.

Beyond that the game is incredibly well polished I find. Sooooo many games on release flop so hard, servers down, dlc shenanigans, game breaking bugs, etc... They really did it right with this game, even the turrets that I thought were a little op feel a bit less op now that I've sunk a few hours into the game. I realized now I can't just play tracer in all situations and I swap heroes a bit more now to fill in roles that need filling. Pharah is a turret killer.

Although last night on defense I wound up with a team of 4 Toblerone's. we all picked him for fun but ultimately the attacking team could not get through them to capture objective A.
Don Carlos
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Re: Overwatch

Post by Don Carlos »

I need still need to master the whole character thing
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Κracus
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Re: Overwatch

Post by Κracus »

Yeah, if your team is co-operative you'll have at least one person as Mercy/Lucio and one Reinhardt. That combo is pretty crucial I find, especially against a decent team.

I just did my thing as tracer and sort of picked up on the other characters having had to fight them. On defense it's nice to have some big defensive characters, Bastion's turret mode is beastly. I suck as widow though.
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Eraser
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Re: Overwatch

Post by Eraser »

I also find that with the maps that have two objectives or just a payload, it's often worth switching characters for the second objective or once the payload is through a certain section.

For example, I sometimes choose Widowmaker as first character King's Row when on the offense, but once the control point was taken and the game turns into an escort gametype, I switch to another character more suitable for the rest of the game, as I find Widowmaker to be useless in the relatively small streets of London with it's short sightlines.
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Κracus
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Re: Overwatch

Post by Κracus »

Yup, I've found certain characters to be much better on certain maps. Pretty much go straight for Pharah now on Temple of Anubis. Pharah btw is probably the most quake like character of them all, very fun to play.
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Κracus
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Re: Overwatch

Post by Κracus »

Ok so the fire bar can hold infinite fire but only displays a max of 350 fire. You need 250 fire to become on fire. Fire will degrade at 5 fire per second
Here are the rates:

Payload escort = 5 fire per second
Payload checkpoint = 55 fire
Capture point capturing = 180 fire in total
Capture point checkpoint = 55
Control point capturing = 100 total
Control point checkpoint = 10
All hereos gain fire based on % damage done for an elimination (50% dealt = 50 fire)
Bastion healing = 1 fire per 5 hp healed
D. Va using defense matrix = 1 fire per 25 damage blocked
Hanzo recon assist = 40 fire per assisit
Lucio healing = 1 fire per 5 hp healed
Mei blocking with wall = 1 fire per 25 damage blocked
Mei healing in ice block = 1 fire per 5 hp healed
Mercy healing = 1 fire per 5 hp healed
Mercy resurrecting = 50 fire per resurrect
Mercy damage boost = 1 fire per assist (but if she damages for 99% then gets the final 1% killing blow she will gain 100 fire)
Reaper healing = 1 fire per 5 hp healed
Reinhardt blocking with shield = 1 fire per 25 damage blocked
Roadhog healing = 1 fire per 5 hp healed
Soldier: 76 healing = 1 fire per 5 hp healed
Symmetra shields = 25 fire per shield
Symmetra teleporter = 25 fire per teleport
Torbjorn using armor pack = 25 fire per armor pack picked up by allies
Torbjorn healing turret = 1 fire per 5 turret hp healed
Widowmaker recon assist = 40 fire per assist
Winston blcoking with shield = 1 fire per 25 damage blocked
Zarya blocking with shield = 1 fire per 25 damage blocked
Zenyatta healing = 1 fire per 5 hp healed
Zenyatta discord orb = 1 fire per assist
Destorying D. Va's mech = 100 fire
Destroying Junkrat's concussion mine = 1 fire
Destroying Junkrat's steel trap = 1 fire
Destroying Junkrat's RIP-tire = 50 fire
Destroying Symmetra's sentry turret = 35 fire (unsure on exact number, something around this)
Destroying Symmetra's teleporter = 100 fire
Destroying Torbjorn's turret = Lvl 1 is 50 fire / Lvl 2 is 75 fire / Lvl 3 (Ult) is 100 fire
Destroying Widowmaker's venom mine = 25 fire
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Eraser
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Re: Overwatch

Post by Eraser »

So yeah, uh, what exactly does fire do then?
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Κracus
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Re: Overwatch

Post by Κracus »

Nothing. However it is a good indicator of who's pulling their weight on your team, or who you might want to focus on for the other team.

When you check the stats of the current game, whoever is on fire will have fire around their icon.
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Transient
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Re: Overwatch

Post by Transient »

Κracus wrote:Yup, I've found certain characters to be much better on certain maps. Pretty much go straight for Pharah now on Temple of Anubis. Pharah btw is probably the most quake like character of them all, very fun to play.
I thought the same thing, but Junkrat is pretty Quake-like, too. Mine-jumping to get extra speed or elevation is super handy. Also, a quick Lshift-Rclick combo when Roadhog hooks you or Winston jumps you makes for a great escape. :up:

I got his jester skin in a box and used credits to grab his point-and-laugh emote. Whenever I'm on Defense on an escort map, I like to run up to the enemy doors and troll the noobs who stand at them. I'll emote and drop my trap right there in front of them while they watch and they still manage to get stuck by it. Sometimes I can even drop a mine and scatter their party when the Reinhardt steps out with his shield on. :rolleyes:
Last edited by Transient on Sun Jun 19, 2016 1:40 am, edited 1 time in total.
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