• È appena stata applicata una patch piuttosto corposa alla beta di Overwatch, che introduce una nuova mappa e una nuova modalità di gioco. Ecco le novità in sintesi:

    • Nuova mappa di Scorta: Route66 - The Main Street of America;
    • Nuova Modalità: Rissa, un modo alternativo di giocare ad Overwatch;
    • Nuova Modalità: Highlight, simile all'Azione Migliore della Partita, ma personale e dedicata al singolo giocatore;
    • Aggiornate le statistiche prese in considerazione dall'Azione Migliore della Partita;
    • Aggiunte le Imprese, che daranno Spray al completamento;
    • Aggiunti nuovi modelli leggendari per diversi personaggi;
    • Bonus e malus all'esperienza di fine partita se si giocano più match consecutivi o se si abbandona prima della fine;
    • Aggiunte nuove rotte d'attacco nella mappa del Nepal;
    • Bilanciati Lùcio, Mei, Reinhardt, Soldato: 76 e Zenyatta;
    • Miglioramenti all'interfaccia.

    Lylirra ha scritto

    A new beta patch is now live. Read below to learn about the latest changes. To share your feedback, please post in the Beta Feedback forum. For a list of known issues, visit our Beta Bug Report forum. Please note that some changes may not be documented or described in full detail.


    New Escort Map: Route 66

    Though the travelers and road trippers who used to cross the US on historic Route 66 are gone, the Main Street of America still stands, a testament to a simpler time. The gas stations, roadside shops, and cafes have gone into disuse, and the fabled Deadlock Gorge is mostly seen from the comfort of transcontinental train cars. But amid the fading monuments of that earlier era, the outlaws of the Deadlock Gang are planning their biggest heist yet.

    New Play Mode: Weekly Brawl!

    Similar to its namesake feature in Hearthstone, Weekly Brawls are a fun, alternative way to play Overwatch. Each week, we’ll rotate in a different Weekly Brawl featuring a set of unique (and sometimes crazy) rules from our Custom Game system.

    For example: In one Weekly Brawl, you’ll only be able to play Soldier: 76, while in another Weekly Brawl, a random hero will be selected for you each time you respawn. Other Weekly Brawls will restrict you to Support heroes only, or Tank heroes only, or Defense heroes only—and more!

    To join a Weekly Brawl, select "Play" from the main menu and then select "Weekly Brawl!" You can queue up solo or in a party, and you’ll be matched into a 6v6 game versus other players.

    >> NOTE: For the purposes of testing, Weekly Brawls are currently set to rotate once per day rather than once per week. This cadence is for the beta only and will be return to its normally-scheduled weekly rotation in the near future. <<

    Developer comments: We love the Tavern Brawl system in Hearthstone and are excited to bring a similar style of play into Overwatch. However, even though we think Weekly Brawls can add a lot of fun to the game, the feature is still a work in progress and something we consider more of an experiment for now. In the meantime, we hope you enjoy testing the sample Weekly Brawls we’ve set up and look forward to your feedback!

    New Feature: Highlights

    To complement our Play of the Game feature, personal gameplay “highlights” may now be surfaced to players via the main menu after they’ve completed at least one match. The game can currently store up to five of the most recent highlights from your active gaming session.

    Please note that there is currently no way to export your highlights from the game client and that all highlights will be reset whenever you log out.

    Updated Feature: Play of the Game

    Overall, the Play of the Game feature has been a lot of fun and well-received by the community. However, there are still a lot of improvements we’d like to make so that the gameplay highlighted at the end of each match is more varied and interesting to watch.

    To that end, we will now be capturing different types of gameplay during a match—based on four new categories—and then comparing those moments against each other to find the best Play of the Game for that round of play. The new Play of the Game categories available in this patch are as follows:

    • High Score: This category is intended to feature large multikills and quick killstreaks. The larger the multikill, the quicker the kill streak, and the closer one is to an objective will all increase a player’s “High Score” score. (Note: This is the category under which all existing Plays of the Game would fall.)
    • Lifesaver: This category is intended to feature situations where one player is able to save another player (or players) from imminent death. For example: If a Reinhardt has an enemy pinned, and that enemy’s teammate stuns or kills the Reinhardt, the teammate would be awarded a large amount of “Lifesaver” score.
    • Sharpshooter: This category is intended to feature difficult or skillful kills. For this category, the game will be looking at factors like movement speed, the distance at which the attack occurred, whether or not the attack was a headshot, and if the victim of the attack was in the air at the time, etc. Each of these variables will increase a player’s “Sharpshooter” score.
    • Shutdown: This category is intended to feature moments in which one player kills another player (or players) right as they were about to do something particularly impactful. An example of this would be if a Widowmaker snipes a Lúcio in the middle casting Sound Barrier for his team. In this instance, the game will predict how impactful that Sound Barrier would have been and then award the Widowmaker player an appropriate “Shutdown” score in return.

    The player who has the highest score in any one of these four categories at the end of the match will receive the Play of the Game. If the winning Play of the Game category is Lifesaver, Sharpshooter, or Shutdown then the category name will be called out during the highlight intro. If the winning category is High Score, however, no callout will be provided.

    With these additions, we’ve also retuned some of the existing Play of the Game ratings to make it more viable for other abilities gain the spotlight—like Mercy’s Resurrect.

    Developer comments: This is just the start of what we want to achieve with Plays of the Game, but we wanted to get these initial changes into your hands as soon as possible so you can work with us to make the system even better. In the future, we’ll be looking to add new features to the Play of the Game system, too—such as dynamic cameras for playback, as well as more varied categories. So get out there and play and let us know what you think!


    Player Progression

    • Achievements have been added
      • All available and unlocked achievements can be viewed in the Career Profile > Achievements tab
      • Select achievements will now unlock general and hero-specific sprays (which can be equipped in the Hero Gallery)
      • Players will now unlock a new portrait frame every 10 levels, instead of only at levels 10, 25, 50, and 100
    • Promotions have been added
      • Players will now receive a promotion every 100 levels
      • When a player receives a promotion, they will unlock a new portrait frame theme
      • With each new promotion, the player’s level (and the EXP required to level) will be reset
    • New Legendary skins have been added for several heroes:
      • "Antique" Bastion
      • “Junker” D.Va
      • “Stinger” D.Va
      • “Jester” Junkrat
      • "Hip Hopper" Lúcio
      • "Riverboat" McCree
      • "Vigilante" McCree
      • “Nevermore” Reaper
      • "Stunt Rider: 76" Soldier: 76"
      • “Barbarossa” Torbjörn
      • “Blackbeard” Torbjörn
      • "Cybergoth" Zarya
    • Plays of the Games have received a polish pass (see above)

    Joining and Leaving Games

    • Consecutive Match Bonus
      • Players will now receive an EXP bonus for playing multiple matches in succession
      • Player Backfill Match Bonus
    • Players who backfill into a match will no longer receive a loss for that match (even if it ends in a defeat), but can still receive a win
      • These players will also receive an additional EXP bonus for the match, if completed
    • Leaver Penalty
      • Players who leave an in-progress match will now receive an automatic loss
      • Players who repeatedly leave in-progress matches will also receive a temporary penalty on EXP gained from future matches (this penalty will persist as long as the player continues to repeatedly leave in-progress matches)

    Developer comments: The consecutive match bonus, along with the leaver penalty, should hopefully incentivize players to complete the matches they begin. Unfortunately, many players have been leaving in-game matches at the first sign of difficulty, even in games where their team could still win. As a result, the leaving player’s team would be at a large disadvantage until a backfill could be found. Speaking of backfills: We want the process of joining an in-progress match to be a positive experience, even if you happen to enter right as the game ends. To assist with this, players who backfill matches will still receive a notable amount of experience, regardless of how long they played.

    Group Improvements

    • Players can now request to “Join a Group”
      • When a group leader leaves a game, he or she will now have the option to leave with the group intact
    • Expanded preferences for groups have been added to the Options menu:
      • Option to allow current group members to invite other players to the group
      • Option to allow “Anyone,” “Friends,” or “No One” to join your group without an invite


    • The new player experience has been updated
      • The Tutorial and Practice Range have received a polish pass
      • Dialogs will now guide new players through the Tutorial, Practice Range, and Practice vs AI modes before recommending Quick Play
    • Players can now browse the main menu while queued for Quick Play, Play vs AI, or Weekly Brawl! games
    • “Healing Done” has replaced “Final Blows” as an available end-of-match medal
    • End-of-match commendations have received another tuning pass
    • AI heroes will now melee and use Health Packs



    • New routes have been added for the first and second control points
    • Removed some walls around the second control point



    • The following hero abilities will now ignore payloads during Line of Sight checks:
      • Lúcio > Crossfade and Sound Barrier
      • Mei > Blizzard
      • Reinhardt > Earthshatter
      • Soldier: 76 > Biotic Field
      • Zenyatta > Transcendence

    Developer comments: We’re relaxing the line of sight restrictions payloads can cause for certain abilities, where it makes sense. This change should hopefully make these abilities feel more consistent when playing on Escort maps.


    • Orb of Harmony and Orb of Discord
      • Now automatically return if their targets are out of line of sight for more than 3 seconds

    Developer comments: We realize this is a pretty major change, but it’s one we’d like to test and see how it plays out. The “fire and forget” playstyle that many Zenyatta players utilize for orb placement not only has caused several balance issues, but also made the hero a lot less interesting to play. With this change, instead of putting Orb of Harmony on a single person and leaving it on them until they die, Zenyatta players will now need to move the orb around more frequently to effectively heal their team. This change also allows for enemies to be able to shake off an Orb of Discord if they disengage for some time.


    Options Menu


    • Players can now choose to skip “Skirmish Mode” while in queue


    • Players can now save/set hero-specific keybindings


    • Support for Dolby ATMOS Headphones has been added
      • For optimal performance, use regular headphones and change the default playback device to stereo. For USB headphones that emulate 5.1 or 7.1, you may need to turn off any surround emulation in the headphones drivers.
      • Any recording or streaming done with ATMOS Headphones setting enabled will contain the same ATMOS encoded mix. The viewing audience should also be using headphones for optimal viewing.
      • Switching the ATMOS mode while music is playing will kill the music that is playing until new music is retriggered. This is a known issue and we are investigating a fix.

    In-Game UI

    • The payload progress bar now shows checkpoints as well as the distance to upcoming checkpoints (if < 5m)
    • Capture point UI art has been updated

    Social Menu

    • All social menu screens have been updated with new art
    • A “Recent Players” list is now available
    • The ability to “Rate Players” has been moved to the social menu (from the end-of-match screen)
      • This means that players can rate their teammates at any time via the social menu, rather just at the end of a match
      • Note: “Rate this Match” can still only be accessed via the end-of-match screen
    • Players can now report other players through the social menu



    • Keybindings should now always save and carry over between sessions correctly
    • Players with full health, but less than full shields will now appear to have “taken damage” to healers (when looking at their hero outlines)
    • It is no longer possible for some AoE weapons to deal damage to an enemy player if that player is on the other side of wall they’re partially clipping into


    • Ultimate charge should no longer reset whenever a player selects a different hero and then cancels while dead
    • Lúcio’s Crossfade buff should now properly reapply to all allies after a round transition on Control maps
    • Mei’s Cryostasis and Ice Wall should now always display the appropriate team colors
    • Symmetra’s Sentry Turrets should no longer acquire targets from inside Mei’s Ice Wall
    • Scoped shots against enemy turrets should no longer count as “misses” when calculating Widowmaker’s “Scoped Accuracy” statistic
    • Fixed several issues where the slow effect applied by Mei’s Endothermic Blast and Blizzard were being reset
    • Fixed an issue where Reinhardt’s Charge would sometimes knock back a target that should have been pinned
    • Fixed an issue where Symmetra Sentry Turrets couldn’t be placed in select (but otherwise intended) areas
    • Fixed an issue where some damage sources prevented by Zarya’s Particle Barrier weren’t increasing her Ultimate charge

    User Interface

    • Left Mouse Button and Right Mouse Button icons should now render in the F1 help menus
    • UI notifications for objectives should no longer persist on screen
    Condividi articolo
10 commenti
  • Yardeh 23 marzo 2016, 10:57 Yardeh
    Messaggi: 9338

    Iscritto il: 21 aprile 2010, 19:16
    Oggi testerò, in sostanza una gran bella patch. Ieri ho provato la brawl per 5 minuti visto che era tardissimo, ma è veramente divertente avere una mod per cazzeggiare. A pensare che l'idea è nata da un feedback abbastanza recente, neanche un mesetto fa e lo hanno subito accolto bene. Un sacco di improvements, tutto ben accetto.
    Contento per le misure che hanno preso contro i quiters. Al contempo però, mi son ritrovato a quittare dei game allucinanti in cui il team si ostinava a feedare la squadra nemica con composition del tutto discutibili. Quindi imho dovrebbero introdurre il kick. Ah si, anche perchè stanno capitando parecchi afk ultimamente.
  • Vylneron 23 marzo 2016, 12:15 Vylneron
    BattleTag: Vylneron#2606
    Messaggi: 941

    Iscritto il: 19 settembre 2014, 09:29
    Appena torno a casa la provo! Davvero interessanti queste novità!
    OW nel giro di un mese e mezzo sarà completo ;)
  • Kònàn 23 marzo 2016, 15:37 Kònàn
    BattleTag: Konan#2249
    Messaggi: 506

    Nitimur in vetitum semper, cupimusque negata.
    Ovviamente McCree è d'obbligo qui :D 0
  • Yardeh 23 marzo 2016, 15:53 Yardeh
    Messaggi: 9338

    Iscritto il: 21 aprile 2010, 19:16
    Esteticamente, sia Ilios che questa, sono impeccabili e sopra la media! Mi è piaciuta un sacco, poi sarò l'unico stronzo, ma adoro la meccanica del payload, rispetto al conquistare i punti o controllarli.

    Molto comoda la funziona Highlight, perchè anche qual'ora ci fosse un'azione migliore della tua e non ha fatto particolarmente schifo, puoi registrarla uguale.

    Poi che dire, contento per il nerf al discord orb di Zenyatta, almeno te lo puoi levare dalle palle ora. Che poi, sarà stato un caso, ma dopo il torneo di gosugamer... se ne trovavano parecchi ed in doppia coppia. :S .

    Purtroppo sto riscontrando dei problemi tecnici, a King's Row mi si è freezato il pc per la prima volta :S . Mentre in un'altra mappa son crashato un paio di volte per via del driver nVidia. Uff
  • Greymane 23 marzo 2016, 16:15 Greymane
    BattleTag: Urabrask#2263
    Messaggi: 7634

    “War is our sculptor. And we are prisoners to its design.”
    - Javik [Mass Effect 3]
    Yardeh ha scritto:Esteticamente, sia Ilios che questa, sono impeccabili e sopra la media! Mi è piaciuta un sacco, poi sarò l'unico stronzo, ma adoro la meccanica del payload, rispetto al conquistare i punti o controllarli

    No, non sei l'unico ;)
    E poi è una modelitá relativamente nuova negli fps, direi ci sia solo in OW e TF2, no?

    Molto comoda la funziona Highlight, perchè anche qual'ora ci fosse un'azione migliore della tua e non ha fatto particolarmente schifo, puoi registrarla uguale.

    Giá, ed ho come l'impressione che @Bloor ed @HERC verranno completamente tempestati di Highlight rofl
    È un ottima aggiunta, spesso mi dispiacevo del fatto di non poter registrare spezzoni di partite fatti addietro per la mancanza della modalitá replay, e non poterci registrare l'Highlight perchè completamente mangiato da qualche aspirante Torbjörn rofl (ma ricordo che tempo addietro spesso D.va faceva Highlights perchè ancora in pochi sapevano come evitare la sua Ulti[/quote]

    Poi che dire, contento per il nerf al discord orb di Zenyatta, almeno te lo puoi levare dalle palle ora. Che poi, sarà stato un caso, ma dopo il torneo di gosugamer... se ne trovavano parecchi ed in doppia coppia. :S .


    Reaper se lo toglieva giá con l'immunitá, ma evidentemente non era così per altri personaggi :)
    Zenyatta ha un'ottima capacitá di push con la sua Ulti, immagina due Transcendence tirate una quando finisce l'altra rofl
  • HERC 23 marzo 2016, 20:59 HERC
    BattleTag: HERC2 #2815
    Messaggi: 162

    Youtuber, Caster, ESL Parthner e le italiane su Gosugamers in esclusiva!
  • Greymane 23 marzo 2016, 22:09 Greymane
    BattleTag: Urabrask#2263
    Messaggi: 7634

    “War is our sculptor. And we are prisoners to its design.”
    - Javik [Mass Effect 3]


    Lo sai che avrai poi un grossissimo lavoro da fare, i vostri video diventeranno da Top 5 ad almeno top 20 rofl
  • Yardeh 24 marzo 2016, 00:42 Yardeh
    Messaggi: 9338

    Iscritto il: 21 aprile 2010, 19:16
    Se sapessi scrivere un inglese decente, andrei subito a dare il mio feedback riguardo il sistema penalità. Dopo questa sera sono rimasto un pò dubbioso. Diciamocelo, è fatto con il culo! Fino a che la penalità va a toccare chi lefta durante una partita o peggio verso la fine, ci sta. Ma se io non posso leftare nemmeno durante la schermata di caricamento della mappa, perchè non mi piace e non voglio giocarla... e non è nemmeno iniziata, perchè dovrei prendermi la penalità?
    Io non pensavo che succedesse ed invece... siccome per ben una decina di volte di seguito mi è uscita la schermata in sequenza delle seguenti mappe: 6x Nepal 2x Ilios 2x Torre di Lujang (non scherzo) e le ho leftate tutte durante la schermata di caricamento. Perchè dovrei essere penalizzato da una troiata del genere. A questo punto, mettessero una lista di personal ban di alcune mappe come hanno fatto con WoW, dove puoi ignorare 2 (?) BG.
    Ovviamente parliamo delle quick e quindi non in ambito competitivo.

    Altra cosa che mi ha lasciato leggermente perplesso è l'auto kick afk. Lo approverei durante la partita, ma se nei 60 secondi di preparazione (specialmente in attacco) voglio allontanarmi per 30 secondi per andare al bagno o bere un bicchier d'acqua... non posso. :S

    Cmq non voglio fare il bastian contrario, come ho detto approvo questo sistema, ma dovrebbe essere leggermente rivisitato.
  • FuryDragon90 24 marzo 2016, 00:59 FuryDragon90
    Messaggi: 1442

    Siamo chi scegliamo di essere cit.Jim Raynor
    @Yardeh io spero come te che mettano il ban alla wow della mappa altrimenti trovarsi la stessa mappa piu volte è frustrante (ed si i ban sono 2 per BG) 0
  • Greymane 24 marzo 2016, 21:16 Greymane
    BattleTag: Urabrask#2263
    Messaggi: 7634

    “War is our sculptor. And we are prisoners to its design.”
    - Javik [Mass Effect 3]
    Effettivamente, sarebbe una cosa interessante poter escludere alcune mappe dalla ricerca, ma considerate che al momento le mappe sono ancora pochine, in WoW ci sono una decina di Battleground, e per quanto riguarda l'Orda, quelli che vengono esclusi più frequentemente sono Alterac Valley e Isle of Conquest; in OW le mappe al momento sono 7 (includendo anche Route 66), probabilmente quando arriveranno a 10, potremo escluderne alcune.
    Comunque a me piacerebbe che le nuove mappe siano soggette ad un queue un po più frequente se mi passate il termine (come in HotS), lo dico perchè Route 66 io devo ancora vederla (boh)

    Per le penalitá, devo ancora beccarne sinceramente (ma influiscono sull'exp ricevuta? Vieni messo in gruppo con gente con penalitá come in HotS? Per quanti match dura?), ma concordo che lasciare si e no un solo minuto per non essere kickati fa storcere un po il naso.

    Ma altra cosa: anche a voi è capitato di vedere qualche giocata strana come se fosse compiuta da un aimbot? Non ne sono sicuro ovviamente, ma oggi ho visto un Bastion che si agitava tra i target come la torretta di Torbjörn pre-nerf, è stato un po un parto tirarlo giù (booh)
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