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Overwatch PTR: Jeff Kaplan stellt den Deathmatch-Modus vor

Auch wenn ein Deathmatch-Modus bereits seit einiger Zeit recht weit oben auf der Wunschliste der Community von Overwatch steht, so haben sich die an diesem Titel mitarbeitenden Entwickler von Blizzard Entertainment bisher allerdings immer mit aller Macht gegen die Implementierung solch eines Features gewehrt.

Auch wenn ein Deathmatch-Modus bereits seit einiger Zeit recht weit oben auf der Wunschliste der Community von Overwatch steht, so haben sich die an diesem Titel mitarbeitenden Entwickler von Blizzard Entertainment bisher allerdings immer mit aller Macht gegen die Implementierung solch eines Features gewehrt. Für das Entwicklerteam ist Overwatch nämlich ein Spiel, welches Teamwork und das Abschließen von bestimmten Zielen vor das simple Töten von anderen Spielern stellt. Trotz dieser bisherigen Einstellung verkündete der für Overwatch verantwortliche Game Director Jeff Kaplan in der vergangenen Nacht überraschenderweise durch eines seiner wie immer sehr informativen Entwicklerupdates, dass der nächste Content Patch für Overwatch solch einen Deathmatch-Modus mit sich bringen wird und dieses neue Feature seit der letzten Nacht sogar bereits auf dem PTR getestet werden kann. Den Aussagen von Jeff Kaplan und den praktischerweise in der vergangenen Nacht veröffentlichten PTR Patchnotes zu diesem kommenden Update zufolge teilt sich dieser über die Arcade verfügbare neue Spielmodus in ein normales Deathmatch für einzelne Spieler und ein Team Deathmatch für 2 Gruppen mit je 4 Spielern auf. Diese beiden Varianten dieses kommenden Features finden dabei dann auf stark modifizierten Versionen einiger ausgewählter Schlachtfelder statt, die von den Entwicklern mit einem neuen System für das Respawnen und Beschränkungen der eigentlichen Kampffläche ausgestattet wurden. Ansonsten erhält das Deathmatch mit der neuen Map “Château Guillard” auch noch ein nur in diesem Modus betretbares eigenes Spielfeld. Zusätzlich zu diesem neuen Spielfeld und dem von vielen Spielern herbeigesehnten Deathmatch-Modus beinhaltet dieser aktuell auf dem öffentlichen Testserver vorhandene Patch auch noch eine Reihe von Fehlerbehebungen, einige kleinere Anpassungen und mehrere interessante Spielbalanceänderungen. Dazu gehören beispielsweise sehr Anpassungen an Junkrat, Widowmaker, Orisa und Roadhog. Wer nun gerne mehr über dieses kommende Update oder die Veränderungen an den spielbaren Helden erfahren möchte, der sollte sich sowohl das folgende Entwicklerupdate mit Jeff Kaplan anschauen als auch einen Blick auf die weiter unten eingebauten englischen PTR Patchnotes zu diesem Update werfen.     Das Entwicklerupdate zum Deathmatch: Jeff Kaplan äußerte sich zu folgenden Punkten: 00:15 – Why didn’t we add Deathmatch before? 00:57 – Deathmatch is coming to the Arcade! 01:25 – Overview of Free-For-All Deathmatch 02:28 – What maps will be used for FFA Deathmatch? 02:51 – New map coming for FFA Deathmatch: Chateau Guillard 03:57 – Overview of Team Deathmatch 04:27 – What maps will be used for Team Deathmatch? 05:31 – Impact on Game Browser and Custom Games 06:34 – Never say never: Deathmatch is available right now on the PTR!       Die PTR Patchnotes vom 10. August: Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes will also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and therefore will only reflect changes coming specifically to that platform. PATCH HIGHLIGHTS New Game Modes: Deathmatch and Team Deathmatch Two new game modes have been added to the Arcade: Deathmatch and Team Deathmatch! In Deathmatch, eight players go head-to-head until one player scores 20 points. Players will earn 1 point whenever they land the final blow on an opponent and will lose 1 point whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. This scoring will be tracked in a brand-new scoreboard. The first player to 20 points wins! In Team Deathmatch, two teams of four players face off until one team scores 30 points. Players will earn 1 point for their team whenever they land the final blow on an opponent and will lose 1 point for their team whenever they die to environmental damage (ex: falling off a cliff) or self-inflicted damage. If players are resurrected before they respawn, the corresponding point for their death will be deducted from the enemy team’s score. This scoring will be tracked in our default scoreboard. The first team to 30 points wins! Both modes will play out on a selection of maps from our existing pool: Hanamura Horizon Lunar Colony Temple of Anubis Volskaya Industries Dorado Eichenwalde Hollywood King’s Row (TDM only) Black Forest (TDM only) Castillo (TDM only) Ecopoint: Antarctica (TDM only) Necropolis   We’ve made several modifications to many of these maps (including restricting play to a specific area and developing a special respawn system) when playing in these modes. We’re also introducing a brand-new map specifically for Deathmatch: Château Guillard! Learn more about this map below. Both modes will be available for play in Custom Games. Watch our developer update for additional insight: https://youtu.be/4_CBzklel1c    New Deathmatch Map: Château Guillard Château Guillard is located near Annecy in southeastern France. For hundreds of years, it was the estate of the influential Guillard family, until it gradually fell into disrepair after the family’s power waned in the decades after the Revolution. Recently, the château has found a new owner: the Talon agent Widowmaker, who has returned to her family’s ancestral home.     GENERAL A number of data format changes have been implemented   Developer Comments: Over the past few months, we’ve been working on a number of significant under-the-hood changes that will help us streamline the patching process. This will allow us to reduce the download size in future patches, but it does mean that today’s patch is larger than a traditional patch.     HERO UPDATES Junkrat Concussion Mine Junkrat can now hold two mines RIP-Tire Tire’s movement speed has been increased by 30% There is no longer a time limit when wall climbing   Developer Comments: Giving the Junkrat the ability to store two concussion mines adds some much-needed flexibility and versatility to his kit, particularly when using the mines for mobility. RIP-Tire’s damage has always been very good, but it was often difficult to steer the tire into position before it was destroyed. Increasing its speed will allow players to effectively detonate the tire more often and decrease the amount of time that Junkrat is vulnerable while controlling it.   Orisa Fusion Driver Projectile speed increased by 20% Protective Barrier Barrier size increase by 20% Barrier shape has been changed to allow for more coverage from enemies that are below the barrier   Developer Comments: The projectile speed increase helps Orisa’s consistency, especially at medium ranges (or further). Her barrier size has been increased to better protect her team, and the new shape makes the shield more effective when it’s used on slopes or on top of objects (such as a payload).   Roadhog Take a Breather Can now be used while moving Damage taken while healing has been reduced by 50%   Developer Comments: These changes help Roadhog be much more aggressive when looking for hook targets or blocking for his team. The combination of these effects significantly increases Roadhog’s sustainability and survivability.   Widowmaker Grappling Hook Cooldown has been reduced from 12 seconds to 8 Venom Mine Affected targets are now visible through walls (to you as Widowmaker only)   Developer Comments: Widowmaker is extremely powerful in the right hands, but her abilities often felt a little weak. The Grappling Hook cooldown reduction means she is more likely to have it available when she needs to escape. Venom Mine is intended to be an early warning system, uncovering enemies that are attempting to flank her or her team. With this change, she can see enemies when they trigger the mine, even if they’re on the other side of a wall.     USER INTERFACE Added an “Outline Opacity” option under the custom reticle settings (found under Controls > Options > Advanced), which allows players to control the opacity of the black outline surrounding the reticule     BUG FIXES General Fixed a bug that occasionally required the Capture Point progress bar to progress past the second tick mark before being activated   Heroes Fixed a bug that could cause D.Va’s black ejection screen to briefly reappear after being ejected from her mech Fixed a bug causing D.Va’s Light Gun to use the wrong texture while outside of her mech when the Junker skin was equipped Fixed a bug that caused D.Va’s hair to stand straight up on the Hero Select screen when her Cruiser was equipped Fixed a bug causing the lights on the back of Doomfist’s gauntlet to incorrectly indicate full ammo when his Hello emote was activated Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Fixed a bug preventing the height from Doomfist’s Meteor Strike from being high enough to reach certain locations Fixed a bug that was preventing Doomfist’s Rocket Punch from connecting with enemy players that were moving up an incline Fixed a bug that caused Hanzo’s arrow to disappear when his Meditate emote was active Fixed a bug preventing Orisa’s “Overclocked” achievement from being granted, even after the criteria was met Fixed a bug causing Sombra’s teeth to be visible while her Stealth ability was active when her Los Muertos skin was equipped Fixed a bug causing Sombra’s reload animation to play even when interrupted   Maps Fixed a bug that allowed players to reach unintended locations on Ecopoint: Antarctica Fixed a bug that allowed players to see past the map’s background on Black Forest Fixed a bug that allowed players to reach unintended locations on Black Forest Fixed a bug that caused the announcer to say “Traveling to Dorado” when joining Castillo Fixed a bug that prevented some equipment (vents, pipes, etc.) from properly connecting to the walls of the power plant on Dorado Fixed a bug that allowed players to reach unintended locations on Hanamura Fixed an issue that caused sprays to display incorrectly on the crane on the Horizon Lunar Colony Fixed a bug that could cause A.I. heroes to get themselves stuck while traveling to the Well Capture Point on Ilios Fixed a bug that allowed players to reach unintended locations on Ilios Fixed a bug that allowed players to reach unintended locations on Oasis Fixed a bug that prevented Pharah’s Jump Jet from recharging while perched on doorframes in Oasis Fixed a bug that prevented doorframes from being visible and lacking collision on the Practice Range   User Interface Fixed a bug in the Options > Controls menu that prevented the asterisk (which normally indicates that changes have been made) from being removed from the hero’s dropdown after controls have been set to default Fixed a bug causing the Back button to disappear when scrolling through the list of available games in the Game Browser Fixed a bug that prevented grouped players from appearing linked in the tab menu during a Custom Game     (via)