Sign in to follow this  
Followers 0
Zadina

overwatch Overwatch Open Beta Had More Than 9.7 Million Players!

7 posts in this topic

20749-overwatch-open-beta-had-more-than-

Everyone knew that Blizzard's new gaming title is highly anticipated, but we didn't think that it would enjoy a popularity of this scale. Blizzard announced that more than 9.7 million players tried the Overwatch Open Beta.

 

Blizzard had some very impressive stats to announce about the Open Beta of Overwatch, which was the company's biggest Open Beta ever. More than 37 million matches were created and participants played the game for more than 81 million hours - which is roughly 8 hours per person for all days the Beta lasted.

 

Needless to say, it is pretty certain that Overwatch is going to have tremendous success when it is released on May 24.

 

Blizzard Icon Blizzard Entertainment

OVERWATCH® IS BLIZZARD’S BIGGEST OPEN BETA EVER WITH 9.7 MILLION GLOBAL PLAYERS

 

Blizzard Entertainment’s futuristic team-based shooter launches on PS4™, Xbox One, and PC starting May 24

 

IRVINE, Calif.—May 12, 2016—Blizzard Entertainment today announced that more than 9.7 million players around the world played its upcoming team-based shooter Overwatch® during the Open Beta for PlayStation®4 computer entertainment system, Xbox One, and Windows® PC, making it Blizzard’s biggest open beta ever. By the time the Open Beta came to a close on May 10, participants had joined forces for more than  4.9 billion minutes (over 81 million hours) across more than 37 million matches of intense competitive action, incredible teamwork, and all-out fun.

“We're thrilled that such an incredible number of players from around the globe got a chance to check out Overwatch during the Open Beta,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “Our mission was to make sure as many console and PC gamers as possible could experience the full game ahead of its launch—the response was overwhelming, and we hope that everyone had a blast.”

 

In Overwatch, players choose from a diverse cast of 21 heroes—each with their own unique arsenal of extraordinary weapons and incredible abilities—and team up to complete objectives on battlefields set in locations around the globe. Blizzard’s first-person shooter will arrive in stores on Windows PC, PlayStation 4 computer entertainment system, and Xbox One starting May 24. Heroes from around the world can join the coming conflict by pre-purchasing Overwatch today at www.playoverwatch.com/buy.

 

Overwatch will be available in English, Latin American Spanish, Brazilian Portuguese, German, European Spanish, French, Italian, Polish, Russian, Korean (PC only), Japanese (PC and PS4™ system only), and traditional and simplified Chinese (PC only). Overwatch has been rated T for Teen by the ESRB.

 

For more information about Overwatch, visit the official website. For screenshots, videos, and other media, visit the Blizzard Entertainment press site at http://blizzard.gamespress.com/overwatch.

(source)

 

If you want to check some after-Beta impressions and statistics, after conducting the poll in r/Overwatch, GLHF posted a video with its results. You can find out which Hero was the most popular one in general and per role, which Heroes were considered overpowered or underpowered and which ones need a post-launch buff or nerf.

 

 

Currently, there is also another poll of similar nature in Overwatch's Reddit and you can find it here. Additionaly, feel free to share your experiences from the Open Beta with us in the comment section below!

 

The release date is only 10 days away!

Share this post


Link to post
Share on other sites

I cannot wait.  I have been in the beta since November and love every aspect of this game.  May 24th cannot get here sooner!

1 person likes this

Share this post


Link to post
Share on other sites

I cannot wait.  I have been in the beta since November and love every aspect of this game.  May 24th cannot get here sooner!

 

Literally cannot agree more. This game is like a drug, I can't stop playing it!

1 person likes this

Share this post


Link to post
Share on other sites

While its essentially a carbon copy of TF2 with expanded roles, this isn't a bad thing. TF2 was great. This is great. Modern FPS's have gotten such a cookie cutter, assembly line feel to them that the player hardly forms a connection with their games. But Blizzard has clearly put the time and effort into designing both maps and characters that have personality and aesthetic. When you play Junkrat you feel like a mad bomber. When you play reaper you feel like the shade of death.

 

Its nice that carrying your team doesn't necessarily entail getting the most kills, either. With the objective-based gameplay you can hop on a tank or a healer and be just as, if not more, useful as an assassin. And with the post-match recognition system they have, when players get accolades for most healing or damage blocked they're more likely to keep playing those support roles.

 

All of this lends to the immersion and is probably why players were averaging 8 hours a day during the last open beta.

Share this post


Link to post
Share on other sites

While its essentially a carbon copy of TF2 with expanded roles, this isn't a bad thing. TF2 was great. This is great. Modern FPS's have gotten such a cookie cutter, assembly line feel to them that the player hardly forms a connection with their games. But Blizzard has clearly put the time and effort into designing both maps and characters that have personality and aesthetic. When you play Junkrat you feel like a mad bomber. When you play reaper you feel like the shade of death.

 

Its nice that carrying your team doesn't necessarily entail getting the most kills, either. With the objective-based gameplay you can hop on a tank or a healer and be just as, if not more, useful as an assassin. And with the post-match recognition system they have, when players get accolades for most healing or damage blocked they're more likely to keep playing those support roles.

 

All of this lends to the immersion and is probably why players were averaging 8 hours a day during the last open beta.

 

What you have described here is exactly what was missing from World of Warcraft. When you stand at the front of your team as Reinhardt, you feel the immersion. You feel the teamplay right behind you. Your team is alive because of you, standing in front of them blocking the damage.

 

The game was just spectacular. It felt like the other Blizzard games used to and I really hope it is a sign of things returning to this style of immersion.

 

Overwatch gave me a feeling about the game that I haven't had while testing a game in a long time.

Share this post


Link to post
Share on other sites

WoW started to lose its immersion when they began to cater to the people who were leaving the game. Every major patch started to have a couple new "quality of life" gimmicks and it felt like the message was "please don't go" instead of "this is why you should stay". In Vanilla/BC/LK it felt like players had goals and things to aspire to. By the time WoD was halfway through, we were all hobbits; secluded and alone in our garrisons, queuing for LFR with random people from different servers who we'd never see again.

 

Yes 40 man raids were somewhat difficult to organize, especially on lower population servers. But you got to know your comrades. Guilds had their class and role hierarchy's where you could find mentors and apprentices. It felt more like the fantasy world we were all trying to be a part of.

1 person likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Dev goals for Sombra, Roadhog's hook, D.Va and Ana thoughts, how the PTR is not just for community feedback on the changes, why there's no PTR on consoles and more.
      The big Roadhog and D.Va changes on the PTR recently, as you'd expect caused a civilized, calm and measured discourse in the OW community, without any overreactions or hyperbole whatsoever. So mild was the reaction that Jeff Kaplan felt the need to restate the purpose of the PTR and that changes done there aren't necessarily the end of the world. Of Overwatch.
      The actual details go into other purposes of the PTR other than community feedback on changes, goals or Sombra, Roadhog's hook, how D.Va is doing "too much" right now, small Ana changes, why there isn't a PTR on consoles and more:
    • By Starym
      A small patch mainly just fixing Mercy's "rez you while you're still falling off the map and then you fall again and die" bug and some Sombra reaching unintended locations bugs. Geoff Goodman also explained the reasoning and intentions behind the current changes to D.Va on the PTR.
      Josh Engen (source)
      PATCH HIGHLIGHTS
      New Feature: Simple Checkout
      Purchasing Loot Boxes has never been easier. Our streamlined system gives players access more payment options from directly within the Overwatch client.
      GENERAL UPDATES
      General
      Decreased the volume of passing cars on the Oasis background in the Hero Gallery
      BUG FIXES
      Heroes
      Fixed a bug that was allowing Mercy to resurrect players that had fallen off the map to their death
      Maps
      Fixed a bug to prevent the garden point on Oasis from being contested/captured from the second-floor walkway above it Fixed a bug that allowed Sombra to reach unintended locations on several maps  
      Geoff Goodman (source)
      This is great feedback, thanks.
      Keep in mind her spread didn't actually change, but her shots 'fill in' her spread more evenly now, meaning her damage per shot is generally more consistent. For example, in the video provided from the live game, if you take that same shot multiple times you'll see a greater diversity in damage results than you would on the PTR, because sometimes some of those bullets would just miss. Overall though, the change to her damage is intended to be a small nerf.
      As for her health/armor, the bottom line is shes intended to be weaker vs faster firing weapons (and shotguns), such as Reaper and Tracer. The game is a lot healthier when heroes have strengths and weaknesses versus other heroes. As she was, it was common to hear people ask 'What do I do about D.Va?'. People often would try to use Zarya or Roadhog, since they both have the potential to deal high damage and pierce her Matrix, but even those answers were marginal at best. Heroes like Reaper that are generally supposed to be good at taking down tanks weren't very effective because of all the armor they had to get through. With lowered armor, she now has more legitimate counters and she still counters many heroes and abilities in the game, especially considering her Defense Matrix wasn't touched.
      I understand that people feel like she may be too weak overall after these changes, and if that turns out to be the case we'll look at helping her out. That said, that help isn't likely to come back in the form of a bunch of armor, since that would just put us back the problems we had to begin with. We'll be watching her impact closely after these changes.
    • By Starym
      The ongoing saga of Hook 2.0 continues on the PTR as Roadhog gets closer and closer to not violating the space-time continuum, getting less broken hooks and less problems with people peeking around corners being un-targetable. Ana got a duration buff to the previously nerfed Biotic Grenade and Sombra got a significant cooldown reduction on Hack as well.
      Geoff Goodman (source)
      We're about to push a new build to the PTR with some new changes:
      Roadhog Hook
      - Added some more line of sight checks towards the left/right of a potential hook target. This means it should be easier to hook someone who is sticking halfway out of a doorway, or behind a thin pole, etc. These checks are also used for the persistent line of sight check, so if a hook target moves behind a slim object like a stump or a lightpole, they won't be released anymore.
      - Hooked targets are now slowed heavily while they are stunned, even if they are in the air. This means if someone is strafe jumping away from you and you land a hook, they are a lot less likely to slide out of line on sight, breaking the hook.
      - Fixed a bug that could allow you to hook someone and pull them behind you if you spun around before the hook landed.
      Ana
      - Biotic Grenade duration reduced from 5s to 4s
      Sombra
      - Hack cooldown reduced from 12s to 8s
      Thanks for the feedback so far! Hopefully we'll have this new patch up very soon so you guys can check it out and let us know what you think.
      Here's the big issue that is addressed in these fixes:

      Previous PTR patch notes.
    • By Starym
      Mostly funny stuff, good plays and even an informative clip or two. This week Roadhog gets confused, Zarya cleans a room (literally) and Mei... gets what's coming to her.
      The play of the game and highlight features are some of the best in Overwatch, so it's no surprise the entire community is obsessed with sharing them. Looking through reddit trying to find some rule 34 stuff interesting discussions you have to get through a lot of clips and, the thing is they're pretty much all really, really good. I thought I'd share some of my favorites each week here so let me know if you like the idea and/or clips in the comments and if you'd like actual explanations of what the hell just happened in them in future posts. Let's get started.
       
      As Hook 2.0 has been a big topic this week we start off with a very confused Roadhog, seemingly unable to understand the difference between his hook and Widowmaker's grapple. (Source)
      A hole in one. (Source)
      Then it's time for a lesson, a physics lesson, in fact, as Zarya's ult both cleans and messes up a room on Eichenwalde. (Source)
      Sticking with the science theme, someone has come up with a foolproof new way of communication, absolutely 100% ensuring you get to pick the hero you want. Sometimes. (Source)
      Back to actual good plays, this Genji illustrates that you don't really need your team's ults or weapons at all, reflecting both Zarya and Tracer ults for that juicy 4 kill. (Source)
      No collection of clips would be complete without the mandatory Reinhardt crazy charge kill. (Source)
      And, finally, everyone's "favorite" shows off just why she's so popular as poor Genji clings to life as long as he possibly can. (Source)
      And then gets punished for her wicked ways. Repeatedly. (Source 1)(Source 2)
      Ah, there really is nothing more "feelgood" than watching Mei die repeatedly is there? So, let me know if this is the kind of thing you'd want to see again and if there's something that could be added or changed for future articles. Hope to see you in some of these clips one day!
    • By Starym
      It seems the recent PTR patch notes have caused a bit of a kerfuffle, mainly due to Hook 2.0 and D.Va changes. As the Overwatch team is very good with communicating their intent on the forums, Geoff Goodman and Jeff Kaplan addressed some of the concerns and shared upcoming changes:
      Geoff Goodman
      We have a fix for this coming soon onto the PTR, as well as other fixes (such as being able to throw people behind you if you spin before the hook lands).
      I'm also playing around with the ability for the hook to slow down a player when it impacts them, especially if they are in the air. This should help some of the more extreme cases where a player was strafe jumping and got hooked, but just before they get pulled they traveled a good 3-4 meters before breaking LOS, causing the hook to fail.

      You'll still be able to move people somewhat (right now its +/- 70 degrees from the starting hook angle).
      And here's an example of the people throwing:

      Then there's the concern over the D.Va changes ( Health increased from 200 to 400, Armor decreased from 400 to 200, Fusion Cannons Bullet damage decreased from 3 to 2, Number of bullets per shot has been increased from 8 to 11) that are apparently causing an uproar and many "D.Va is terrible now" statements.
      Jeff Kaplan
      To answer the original title's question:
      No the sky is not falling.
      0.26% of Overwatch players have tested these changes on the PTR.
      The average playtime on the PTR (including sitting in menus etc.) this week is 26 minutes.
      I encourage people to log in and try these changes for a few nights -- not one anecdotal match -- and see how you feel about them by formulating your own opinion.
      To put it another way, 99.74% of the community hasn't actually played with any of these changes.