{"id":99124,"date":"2023-03-27T12:56:09","date_gmt":"2023-03-27T10:56:09","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=99124"},"modified":"2023-03-27T12:56:09","modified_gmt":"2023-03-27T10:56:09","slug":"overwatch-2-aaron-keller-sprach-ueber-unterstuetzer-das-matchmaking-und-collabs","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2023\/03\/27\/overwatch-2-aaron-keller-sprach-ueber-unterstuetzer-das-matchmaking-und-collabs\/","title":{"rendered":"Overwatch 2: Aaron Keller sprach \u00fcber Unterst\u00fctzer, das Matchmaking und Collabs"},"content":{"rendered":"

Aaron Keller, the Game Director for Overwatch 2, put out a developer blog reflecting on Overwatch 2’s journey since launch, including Supports, collaborations, matchmaking, and rewards. (via<\/a>)<\/p><\/blockquote>\n

In der Vergangenheit zeichnete sich Overwatch<\/span> unter anderem dadurch aus, dass die Entwickler recht offen waren und es h\u00e4ufig Update-Videos zu dem Status des Spiels gab. Dieser Kommunikation endete aber mit dem Ausstieg von Jeff Kaplan und das Entwicklerteam verfiel in eine Phase des Schweigens. Um diese Situation umzudrehen und die Kommunikation zu verbessern, ist Game Director Aaron Keller mit Overwatch<\/span> 2 dazu \u00fcbergegangen, regelm\u00e4\u00dfig Blogeintr\u00e4ge zu dem Spiel mit den Fans zu teilen.<\/p>\n

Vor einigen Tagen wurde nun der neueste Beitrag dieser Art ver\u00f6ffentlicht, der eine Reihe von wichtigen Themen anspricht. Der erste Punkt in diesem Entwicklerupdate ist die Kommunikation zwischen Entwicklern und Spielern. Aaron Keller betont, dass das Team die Kommunikation aufrechterhalten und noch weiter verbessern m\u00f6chte. Seine Blogeintr\u00e4ge sind nur ein Teil der Bem\u00fchungen f\u00fcr eine bessere Kommunikation mit den Spielern. Das Team arbeitet aktuell wohl auch an einigen Roadmaps f\u00fcr die Zukunft und es d\u00fcrfte schon im April 2023 genauere Details dazu geben.<\/p>\n

Ansonsten sind die Entwickler aktuell recht zufrieden damit, wie die Unterst\u00fctzer in Overwatch<\/span> 2 funktionieren. Die Situation dieser Rolle ist ein oft in der Community diskutiertes Thema und das Team kann verstehen, warum die Spieler sich daf\u00fcr interessieren. Als Unterst\u00fctzer f\u00fchlt es sich oft so an, als w\u00fcrde das gesamte feindliche Team nur einen selbst angreifen. Um diese Situation zu verbessern, haben die Entwickler in Overwatch<\/span> 2 bereits die M\u00f6glichkeiten der Feinde eingeschr\u00e4nkt, den Unterst\u00fctzern mehr Optionen geliefert und die Spieler etwas Zeit mit dem neuen 5v5 Format verbringen lassen. Aufgrund ihrer Zufriedenheit mit der Rolle sollen Saison 4 und Saison 6 jeweils einen neuen Unterst\u00fctzer mit sich bringen.<\/p>\n

Des Weiteren hat Aaron Keller in seinem Beitrag auch noch \u00fcber weitere Collabs<\/span> gesprochen. Das Team war ziemlich nerv\u00f6s bei ihrer Zusammenarbeit mit den Leuten von One-Punch<\/span> Man. Sie wussten nicht, wie die Spieler auf solch ein Event reagieren werden. Das Ganze stellt aber wohl einen extremen Erfolg dar und viele Spieler sind sehr zufrieden mit der Umsetzung. Die Entwickler hoffen aktuell darauf, dass sie sp\u00e4ter in 2023 eine weitere umfangreiche Collaboration<\/span> mit einer anderen IP umsetzen k\u00f6nnen.<\/p>\n

Ein weiterer wichtiger Punkt f\u00fcr viele Spieler ist das Matchmaking in Overwatch<\/span> 2 und das damit verbundene kompetitive System. Aktuell setzt das Matchmaking die Wertung der Spieler mit jeder Saison zur\u00fcck. Dieser Umstand hat vielen Spielern missfallen und die Entwickler m\u00f6chten auf dieses Feedback h\u00f6ren. Ab Saison 4 wird dieser Aspekt aus Overwatch<\/span> 2 verschwinden. Die Entwickler wollen die internen Wertungen von Spielern zwar noch immer gelegentlich zur\u00fccksetzen, aber solche Momente sollen in Zukunft mit deutlich mehr Abstand zueinander anstehen (j\u00e4hrlich?). Ab Saison 4 k\u00f6nnen die Spieler ihren Fortschritt zu einer neuen Wertung und ihr Win<\/span>\/Loss<\/span> Verh\u00e4ltnis sehen. Das Team m\u00f6chte den Spielern m\u00f6glicherweise auch noch weitere Informationen wie beispielsweise das Balancing<\/span> einer Runde oder die Skill-Range eines Teams liefern.<\/p>\n

Der letzte in dem Beitrag angesprochene Punkt waren die Belohnungen in Overwatch<\/span> 2. Viele Spieler sind der Meinung, dass der Title nicht genug kostenlose Belohnungen liefert und es sich daher nicht lohnenswert anf\u00fchlt, das Spiel zu spielen. Die Entwickler sind sehr interessiert daran, genau dieses Problem anzugehen. In Events<\/span> freischaltbare Skins und die R\u00fcckkehr der alten W\u00e4hrung sind erste Verbesserungen in diesem Bereich. Zuk\u00fcnftige Pl\u00e4ne umfassen ein Rework<\/span> des Systems rund um „<\/span>On-Fire<\/span>„<\/span> und Anpassungen am Play of the Game, um mehr gelungene Spielz\u00fcge hervorzuheben. Bedauerlicherweise hat Keller keine konkreten neuen Belohnungen angesprochen.<\/p>\n

Trotzdem klingen die meisten Aussagen des Entwicklers erst einmal positiv. Einige W\u00fcnsche der Spieler werden erf\u00fcllt und das Team plant wohl weitere Verbesserungen. Ein perfektes Spiel scheint mit der modernen Monetarisierung allerdings einfach nicht m\u00f6glich zu sein. Zumindest gibt es am\u00fcsante neue Collabs<\/span> mit anderen IPs.<\/p>\n

\n

Director\u2019s Take \u2013 Reflections on Overwatch 2<\/span><\/h1>\n

Happy Friday everyone!<\/span><\/p>\n

Overwatch 2 was released nearly 6 months ago. It’s hard to believe that we’re wrapping up Season 3, and about to jump into Season 4, and still have a lot of exciting moments ahead. Rather than talk about a specific topic this week, like matchmaking, I thought that we could look back over the past 6 months and talk about how we feel the game is doing and what we’ve learned over that time. For those that have been with us since day one, this may feel like it\u2019s covering familiar territory.\u00a0 I appreciate you sticking with me while we recap the last 6 months.<\/span><\/p>\n

Speaking of talking\u2026 one of the biggest complaints we heard from players was that we were not doing a good job communicating about the game. We’ve been focused on turning this around and have put a lot of energy into giving players information about the game, both in terms of what’s coming and what we’re thinking. We plan to continue this for the foreseeable future, and we’re talking about ways to further improve our communication with you. For instance, we’d like to publish roadmaps that extend beyond the next season to give you an idea of what to expect from the game in a longer timeframe. We hope to talk more about this and our plans for other future releases in April.<\/span><\/p>\n

Another common topic has been the state of Support Heroes. A common (and accurate) complaint was Support Heroes felt constantly picked on. This feedback is something the team has been working on addressing since before launch. To do so, we tackled the problem from a few different angles:<\/span><\/p>\n

1.Reduce the ability for Damage Heroes to disrupt the enemy backline and target Supports<\/span><\/p>\n

2.Give Supports additional tools to deal with the threat<\/span><\/p>\n

3.Exercise some restraint.<\/em> Many players were getting accustomed to the switch to 5v5.<\/span><\/p>\n

To start, DPS Heroes lost their speed passive, and a number of flanking Heroes got nerfed. We also added survivability to Support Heroes, buffing their Role Passive as well as making changes to specific Heroes to increase their durability\u2013 Changes like Zenyatta’s kick and Brigitte’s shield buff are examples of this working well, while some, like Mercy\u2019s Guardian Angel changes, we believe we overcorrected (something you\u2019ll see addressed in Season 4). The way we went about these changes was to preserve the play style of Support while still addressing the core issues. With what we\u2019ve learned since launch, we feel like the Support role is in a much better place now, and will continue to improve as we add two new Heroes to their ranks in Seasons 4&6<\/span><\/p>\n

Next, let’s talk collabs. We all loved and appreciated your reaction and excitement for our One-Punch Man collaboration. Full transparency, we were a little worried about blending another universe, even one as cool as this, into Overwatch. When we first announced the collab, we talked about our values with how we’d like to handle events like these, and players seemed to agree with us. The popularity of the event has given us the confidence to do more collaborations, and we’re hoping to premier another large collab later this year.<\/span><\/p>\n

Let’s talk about the Competitive system.<\/span><\/p>\n

Players have provided a lot of feedback on the reworked system that launched with Overwatch 2. One of the biggest issues that players bring up is how their experience has been affected by a partial rating reset at the beginning of each Competitive season. This (along with some matchmaking issues) has caused a lot of confusion in matches. Starting with Season 4 we’ll be removing this reset, and players should have a much clearer picture of their rating, season-to-season.<\/span><\/p>\n

Internally, we\u2019re still discussing whether a rating reset should be a part of the Competitive system. We believe that a reset could <\/em>make sense in OW2, but it would have to take a different form. We\u2019re currently asking ourselves; what if a partial reset happened at a much greater time interval (perhaps yearly) and coincided with a greater set of changes to the game or to the Ranked system?<\/span><\/p>\n

Players have also asked us to provide more information to better understand what’s happening as they rank, as well as to get a clearer picture of individual match performance. We’ve gradually been introducing features (and have more in Season 4) addressing some of these asks. Starting with Season 4, players will now see their progress toward a new rating and their win\/loss record during that period. We’re also looking at giving some information about the overall team skill range and balance of a particular match., At this point, we’ve decided to not display ratings for individual players by default.<\/span><\/p>\n

Last topic, and we feel like this is the most important one; we\u2019re highly focused on feedback from players who say that the game feels unrewarding and doesn\u2019t do a great job of recognizing their investment. Addressing this feedback touches almost every aspect of the game. We think that there are a few broad areas that these conversations cover:<\/span><\/p>\n

Players want to feel rewarded for their time playing the game – they’d like to be able to earn items that they want without an unreasonable grind to get them.<\/span><\/p>\n

Players want the game to recognize their time and skill investment as well as give them a way to show this to others<\/span><\/p>\n

Players want their performance to be celebrated while they are playing in a match.<\/span><\/p>\n

We’ve made changes to the game addressing some of these issues. Events now typically have skins that can be earned, and we’ve added Credits to the Battle Pass that allow players to purchase nearly all original OW event skins. On top of that, we’ve substantially increased the amount of XP earned from each match. We’re working on rebuilding the On Fire<\/em> system in the new engine, as well as making changes to Play of the Game to show a greater variety of game-making plays. We’re also working on a much larger Hero and player progression system that we\u2019re hopeful will launch later this year. This new system replaces the old player level system, while expanding on it to offer a bunch of categories for players to level and show off your progress to others. We’ll continue to work on this aspect of the game. Besides the moment-to-moment gameplay of Overwatch, this is the largest part of our game feeling <\/strong>good to play.<\/span><\/p>\n

The last six months have been really exciting; we\u2019ve learned so much from our community and are looking forward to continuously improving the game. It probably goes without saying, but we’re eager to share what’s coming in Season 4 (and beyond!) \u2013 there\u2019s so much more to come in 2023!<\/span><\/p>\n

Have a great weekend. See you in game!<\/span><\/p><\/blockquote>\n

(via)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"

Aaron Keller, the Game Director for Overwatch 2, put out a developer blog reflecting on Overwatch 2’s journey since launch, including Supports, collaborations, matchmaking, and rewards. (via) In der Vergangenheit zeichnete sich Overwatch unter anderem dadurch aus, dass die Entwickler recht offen waren und es h\u00e4ufig Update-Videos zu dem Status des Spiels gab. Dieser Kommunikation […]<\/p>\n","protected":false},"author":10647,"featured_media":98307,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_uf_show_specific_survey":0,"_uf_disable_surveys":false,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[4],"tags":[1112,4274,1375,9783,1108],"class_list":["post-99124","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","tag-blizzard","tag-entwickler","tag-events","tag-overwatch-2","tag-shooter"],"jetpack_publicize_connections":[],"yoast_head":"\nOverwatch 2: Aaron Keller sprach \u00fcber Unterst\u00fctzer, das Matchmaking und Collabs - 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