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00:04
welcome everybody to another developer update my name is Jeff I'm from the overwatch development team we're going to talk to you guys about a bunch of popular community topics today and I sort of wanted to go into what is the team working on right now I know a lot of people are wondering you know what's going on we don't always get to hear from the overwatch development team as often as we'd like to I need to preface this by saying not everything that I'm going to mention is coming out immediately some of the stuff will come
00:35
out in weeks if not months and then some of the stuff that I mentioned might not happen at all sometimes in game development you get pretty far along with some work and then you realize it's not working out the way that you want it to so you end up removing it so I'll do my best to be clear about what is definite versus what is maybe anyway let's start first of all we have a lot of cool changes that are on our PTR right now which is our public test region some of those are balance changes I know one of the things that almost all
01:08
of our players are always wondering about is you know the balance of the game and the balance of their particular favorite hero so there's a lot to look at on the PTR right now we have some changes to Widowmaker we've increased her scope speed you know we got rid of that old animation cancelling issue with her scope that was very controversial in the community but we felt like it was very important that we didn't have the ability to min/max a power level on a
01:38
character based on something obscure like animation counseling so we're trying to speed up the scope to make it feel better without having something that's not quite understandable to everybody which is you know the scoping in and out as quickly as people were doing before for that you know minimal power gain and this sort of situational awareness so far the feedback we're hearing is that from Widowmaker players that she feels a lot better we're really hoping that she becomes more viable and more played obviously if she's not we'll
02:11
continue to look at her and we'll explore further changes we have some changes coming - junk rats trap as well Genji can no longer - through it it used to be that Genji would - and destroy it now again G will get caught in the trap very similar to how tracer gets caught in a trap this is both to help with junk rats viability we hear a lot of interests in defense heroes being played more and then also people wondering you know how exactly am I supposed to counter a character like Genji not that
02:43
junk rots a perfect counter in every situation but the trap change should help as well we're also speeding up the activation time of jug rats ultimate now there's other questions there's more changes than that on the public test region you can read about them on our website or on our forums if you go to the community section there are a lot more changes than that going on but there are other heroes not immediately getting changed that people ask us about often and I
03:14
wanted to talk a little bit about them as well so for example we hear from a lot of players you know what about Symetra it feels like she's being left behind I don't see her as much as I want to or I want to play her more but when I do my team you know yells at me to change so we are looking at Symetra I don't think changes for Symetra are as easy as some minor number tweaks that will have her available and ready for
03:43
play in a changed fashion very soon I think the types of changes that we want to look at for Symetra might take us a little bit longer than something like the Widowmaker scope change which was relatively small and easy for us to do I don't have details I know more than anything people want to know well what exactly is symmetrical to be when we come out the other side with her design iteration it could be changes to some of our mechanics and just changing her
04:14
overall feel through things like numbers and cooldowns that's always a possibility but we're going to look at some other changes and we're going to explore some other things as well that might be a little bit were dramatic in terms of design vision for her now what this doesn't mean and I've seen a lot of this discussion going on in the community there's a lot of pushing for Symetra to be something that she's not so a lot of times we see feedback about you know make it so
04:44
symmetric turrets heal people make it so people get healed if they're near the teleporter make it so so metros weapon also heals allies were not really interested at this time in exploring Symetra as a healer we know that she has been categorized as a support character in overwatch but that doesn't necessarily mean to us that she needs to be a healer if that means that we have to move her out of the support care category we would rather do that then
05:15
completely shift the character's design to something she was never intended to be so we're not looking to make Symetra healer what we are looking to do is make her more viable in more situations I think right now she's perceived as being okay or acceptable if you're playing on defense on a first point or early in a match other than that we really don't see Symetra as being super viable in a lot of other situations we know that she
05:46
can be effective we've seen her played very effectively and she has an incredible win rate but for the most part we want to make her less of a situational pick and more of a you know hey I really like playing this character I want to play her on offense or defense and I want to play her in multiple different situations not just defending a first point so Symetra is something that we're looking at I would anticipate the earliest we would see changes in Symetra would be about mid November but
06:18
it could be much later than that because we don't want to rush it we're probably going to do a lot of internal play testing and then we would go to the PTR with her after that so we are looking at Symetra I realize it might not be as quick as you would like for changes but she is definitely on our list there's a lot of other stuff going on so we've also been looking at our spectating mode this i'm largely talking about for eSport broadcasting I know we
06:48
have a ton of eSports fans and a lot of people watching the community tournaments that are happening right now in the professional tournaments that are happening right now and there's a lot of requests for spectating features there's a lot of exciting ones on the PTR for example a commonly requested feature was to be able to bookmark cameras so you can go through the maps and you can set camera locations as a spectator these are static locations and then you can use a hotkey to instantly switch between
07:20
these different bookmark locations we also have added a camera that's always focused on the objective so if it's if it's an assault map it will always be focused on the capture point whichever one is active or if it is a payload it will focus on the payload and follow it so this should be really useful for people who are broadcasting or professionally spectating to be able to follow the action more we've also done a lot of work on the camera to make it much more steady and fluid it's very
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jarring for those of us who like to watch a lot of eSport if the camera is kind of jittering or moving around too much so we've added a lot of smoothing to the camera that will make it easier for observers to follow the action and then we've also added hotkeys for the observers to focus on specific players so for example if somebody is playing tracer in slot 2 and you hit shift 2 on the PC you will now whether you're looking at a static camera or that
08:23
objective camera it will look through the eyes of that camera and then be focused on that tracer and follow her and if you switch cameras it will also you know stay on that tracer which is pretty cool so we think those will be pretty great improvements now looking out way far past the media stuff that I'm that I'm talking about right now a lot of people are wondering like well what else is in the pipe so we are we are actively working
08:54
on more heroes right now one hero is very far along it's coming together really well we're play testing it internally across the entire company and we believe this hero will see the light of day sooner rather than later we also have another hero prototype that we're extremely happy with right now this one is in in very internal developer form is the best way I can describe it we're using all placeholder models and effects
09:27
and animations just to prove out that the hero is fun but we feel like we found another really great overwatch hero that will see the light of day probably sometime next year on that hero that ones further out than this one we're also working on a lot of maps and we maps are interesting to talk about because we work on a couple of different kinds of maps we work on maps for pre-existing modes and we have one of
09:58
those that's very far along right now to the point where we play tested it enough where we're putting art into that map now so that means that our level of confidence in that particular map is very high like I mentioned that one's for an existing game-mode I think players will really like both the the map itself and then also the way it looks in the story behind it is going to be really cool we have another map that is in prototype form that's an existing game-mode map that's much further out that we're looking at and
10:29
then we have a number of maps like I think about four maps that our prototype developer only stages of new game modes that we're experimenting with and it's very important for me to mention on these that I don't think all of them will become actual maps that we'll end up launching we we make a lot more stuff internally on the overwatch development team than we actually release into the game oftentimes we find that these
11:00
prototypes that we try don't work for various reasons the main thing that that sort of steers us away from releasing some of these maps and modes that we have internally is when particular heroes are broken on them you know for example if somebody says you know on this map you know tracer is useless or in this game mode there's no reason to have tracer there's no reason to have McCree or whatever hero might might be the problem will usually move away from that game-mode if we can't solve the problems we want
11:33
overwatch to first and foremost be about our heroes and not be about gimmicky game modes but we are really excited and really actively exploring working on other game modes and along with them comes new Maps so that's been a lot of fun for us I'm hopeful that at least a couple of those new maps and game modes will see the light of day eventually they will take us longer to get to than some of the other stuff but it's something that the team has a great passion for and wants to see more of
12:05
there's a ton of great ideas both on the team and in the community so we're chasing all of that obviously there's a lot more being worked on than just these things that I mentioned but I wanted to talk about the things that I see the most passion in the community which is you know new maps new heroes new game modes kind of wanted to reassure you guys that we're focused on all these things in addition to other stuff like the spectator mode and then there's just some small quality of life things that
12:36
we want to provide for the community in an upcoming update our hope is to allow you to unlock things like more voice lines and more emotes so that's just one example and be able to use them all at once and have them equipped so we think that would be a lot of fun it's a common feature that we see requested in the community and we want to be responsive to stuff like that as well so we're not only working on the big stuff like new maps and new heroes but we're also working on small quality-of-life
13:06
features like that and then we want to pay attention to our eSports community and do stuff like The Spectator improvements as well so there's a lot of stuff going on we know not all that comes as fast as you would like I just hope you try and are reassured in the fact that the reason it takes so long is because we want it to be very high-quality we want it to be right when it comes out and we hope that you know that if it's not right when it comes out whether it be a new feature or hero balance that we're
13:37
working on this game full-time and we will go back and we will make it right eventually so that's the update for today thanks so much for putting up with my lengthy explanations of everything and I look forward to talking to you guys again in the next one [Music]

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