Overwatch PTR: Die Patchnotes vom 15. Juli
Vor einigen Tagen wurde der öffentliche Testserver von Overwatch von den zuständigen Entwicklern einem weiteren Update unterzogen, weshalb daran interessierte Personen sich jetzt auch auf diesen PTR begeben und dort einige Neuerungen für diesen beliebten Hero Shooter testen können. Die größte Neuerung aus diesem Update ist dabei dann ein neues Feature mit dem Namen „Priority Requeue“. Dieses System soll in der Zukunft dafür sorgen, dass in ein bereits laufendes Match nachgerückte Personen bei ihrem nächsten Einreihen in die Warteschlange mit einer höheren Priorität behandelt werden. Wer nach der Veröffentlichung dieser Neuerung also ein laufendes Spiel beendet, der wird für seine Teilnahme an dieser Runde mit einer kürzeren Warteschlange und einem frischen Spiel belohnt.
Zusätzlich zu dieser Neuerung und einer Reihe von Fehlerbehebungen zeichnet sich das neue Update für den PTR von Overwatch auch noch durch eine Vielzahl von bisher nicht verfügbar gewesenen Optionen für den Workshop des Spiels aus. Diese neuen Funktionen erlauben es den Erschaffern von Maps für den Workshop beispielsweise eine Reihe von nützlichen Einstellungen zu ändern, die Größe von Charakteren enorm zu beeinflussen oder auch die Kollision mit Objekten anzupassen. Um aufzuzeigen, wie sich diese neuen Optionen für den Workshop verwenden lassen, veröffentlichte der für diesen Aspekt von Overwatch verantwortliche Entwickler Derek Mulder vor Kurzem netterweise ein kurzes Vorschauvideo in den Battle.Net Foren. Das entsprechende Video findet ihr unter diesem Link.
Folgend könnt ihr bei Interesse einen Blick auf die offiziellen englischen PTR Patchnotes zu dem neuesten Update für den Testserver werfen.
Overwatch PTR Patch Notes – July 15, 2020:
GENERAL UPDATES
New Feature: Priority Requeue for Backfilled Games
If you join a game after it has started to replace a player who has previously left, you are considered to have “backfilled” into that game. After finishing a game where you backfill, you are now granted a priority requeue the next time you queue to play. You will see a small icon on the interface to denote this status. When you queue for a game with priority requeue status, the matchmaker tries to prioritize finding an appropriate game for you. This normally results in significantly lower times waiting in queue.
Custom Games Updates
New Features
- Lopsided Teams
Developer Comments: Lopsided Teams allows you to further customize how many players can be on each team in a custom game. While you are still limited to 12 players in total, you are now free to choose any number of slots on Team 1 and Team 2. For Workshop users, this affects how many dummy bots can spawn on each team. If the total number of player slots is 12, that defines how many dummy bots can spawn on each team (e.g. a 4v8 mode would allow for 4 dummy bots on one team and 8 on the other). If the total number of player slots is less than 12, additional dummy bots may be added to either team as long as the total number of players is within 12 (e.g. a 4v0 mode would allow up to 8 additional dummy bots on either team). We’re excited to see what asymmetrical game modes you all come up with.
WORKSHOP UPDATES
New Actions
- Set Ammo
- Set Max Ammo
- Set Weapon
- Set Reload Enabled
- Disable Game Mode HUD
- Enable Game Mode HUD
- Disable Game Mode In-World UI
- Enable Game Mode In-World UI
- Disable Hero HUD
- Enable Hero HUD
- Disable Kill Feed
- Enabled Kill Feed
- Disable Messages
- Enable Messages
- Disable Scoreboard
- Enable Scoreboard
- Set Ability Charge
- Set Ability Resource
- Set Jump Vertical Speed
- Disable Nameplates
- Enable Nameplates
- Start Forcing Player Outlines
- Stop Forcing Player Outlines
- Start Scaling Players
- Stop Scaling Players
- Start Scaling Barriers
- Stop Scaling Barriers
- Enable Movement Collision With Environment
- Disable Movement Collision With Environment
- Enable Movement Collision With Players
- Disable Movement Collision With Players
- Start Modifying Hero Voice Lines
- Stop Modifying Hero Voice Lines
- Add Health Pool To Player
- Remove Health Pool From Player
- Remove All Health Pools From Player
- Set Player Health
Developer Comments: We’re pleased to bring you the ability to scale players to very small and very large sizes, but it comes with one notable caveat: Scaling players to very large sizes and moving them into spaces where they don’t easily fit can impact server load and potentially cause your instance to shut down. There are two ways to mitigate this: First, you can choose one of the Workshop maps. These are designed for experimentation and can accommodate very large players. Second, you can use the “Disable Movement Collision With Environment” action. This will cause the player to pass through walls and ceilings, though the player can still stand on floors if the “Include Floors” option is set to False. (Collision with floors does not have the same server load implications.) When in doubt, you can display the Server Load values in the HUD in order to determine how scaling is affecting server load.
New Values
- Ammo
- Max Ammo
- Weapon
- Is Reloading
- Event Was Environment
- Current Array Index
- Input Binding String
- Ability Charge
- Ability Resource
- Mapped Array
- Workshop Setting Toggle
- Workshop Setting Integer
- Workshop Setting Real
- Last Created Health Pool
- Health of Type
- Max Health of Type
Developer Comments: The Workshop Setting values allow you to expose tunable values of your script to their own special section in the Custom Game Settings. With these settings, you can specify the min, max, default, and types of data (Integer, Real, Toggle) you’d like to expose to users. If one or more of these values are used in your script, a new autogenerated Workshop Settings card will appear in the settings menu, allowing you to tweak these value overrides prior to launching the game mode.
BUG FIXES
Heroes
Brigitte
- Fixed a bug with the hero information description for Repair Pack
Moira
- Fixed a bug that caused additional Biotic Orb impact VFX to become delayed if bouncing multiple times
Orisa
- Fixed a bug that caused some of the VFX for Orisa’s “Oh!” highlight intro to not appear properly
Pharah
- Fixed a bug that caused the rocket launcher weapon to disappear in 3P if her Rocket Guitar emote is interrupted
Reinhardt
- Fixed a bug that allowed two Reinhardt’s to collide during Charge and not knock each other down
Sombra
- Fixed a bug that could cause Hack to mispredict or appear to take longer to complete in higher latency situations
Symmetra
- Fixed a bug that allowed turrets to be placed within map geometry in Junkertown
Zenyatta
- Fixed a bug that caused an animation pop after casting Orb of Harmony or Orb of Discord
Workshop
- Fixed a bug causing Disable Built-In Game Mode Completion to fail in Elimination
- Fixed a bug causing Set Max Health to apply the percentage change to your current health unnecessarily
- Fixed a bug causing pasted Conditions to count extra towards the total element count
- Fixed a bug preventing Ashe’s self-knockback from Coach Gun from triggering Dealt/Received Knockback Events
- If the Last Of value is given an input value that is not an array, it now returns the value given to it instead of 0 (matching the behavior of First Of)