Zadina

Competitive Play Is Live on PCs

Sign in to follow this  

1 post in this topic

21548-competitive-play-is-live-on-pcs.jp

The much anticipated Competitive Play mode is currently available on PC. Blizzard has posted a blog post with all the details about it.

We knew more or less what Competitive Play would bring to the table from the recent developer update. Still, Blizzard has prepared a nice post for us with all the necessary info. The English patch notes aren't up yet, but we will be sure to let you know about them.

Competitive Play will be available once you get to level 25. There will be no ranks, but a skill rating ranging from 1 to 100 instead. You will first do 10 placement matches to get an initial skill rating. Moreover, Competitive Play season will last 2,5 months, followed by two weeks of offseason. Each map type will have mode-specific adjustments. The player icon and spray rewards for this summer season are naturally Ilios-themed and you can also check out the new Golden Weapons, that will be awarded to the top 500 players on each platform.

Blizzard LogoBlizzard Entertainment

Overwatch players, get ready to sharpen your skills, perfect your strategies, and test your mettle in the ultimate competitive arena. Welcome to our newest game mode: Competitive Play!

Competitive Play is available right now on PC, and will be arriving soon on PlayStation 4 and Xbox One. 

Getting Started:

Competitive Play is designed for those who truly want to put their skills to the test, and offers a more serious experience than our Quick Play or Weekly Brawl!  modes. To make sure everyone has a solid understanding of the game's mechanics, maps, and heroes, Competitive Play will be locked until you hit level 25.

LevelUp_OW_JP.gif

Once you reach level 25, the mode will become available via the "Play" button in the main menu. Simply select "Competitive Play" from the submenu, and you're ready to enter a match. You can join on your own or in a group, and Overwatch's matchmaking system will automatically find the best game possible for your skill level.

CompetitvePlayButton_OW_JE.png

Skill Rating:

Before you can kick off your competitive career, every new player must first complete 10 placement matches in order to obtain their initial skill rating. This rating will be a number between 1 and 100, with higher values indicating a greater skill level.

Skill ratings will be visible at the beginning of every match. As you compete, your rating will increase or decrease with each win or loss based on a number of factors, including your own performance and the skill of the other players in the match.

SkillRatingUp_OW_JP.gif

Seasons:

Competitive Play will consist of four seasons, each lasting two and a half months. During that time, players can increase their skill rating and battle their way up the ranks before the stats are reset at the end of the season. This is followed by a two-week offseason, after which a new season will commence, beginning with a new set of placement matches.

The names of these seasons, along with their schedule, will mirror the seasons in the northern hemisphere—and the Summer 2016 season is already underway!

SeasonalPlay_OW_JP.gif

Match Format:

We've also made several important adjustments to the game just for Competitive Play. Some of these changes are simple interface modifications that allow players to access key pieces of information at a glance, while others are focused on balance to ensure that maps and modes don't favor one side or the other.

Let's break down the changes for each game type separately:

Control Maps:

Competitive Play's scoring system has undergone a major overhaul. Control maps, for instance, are played in a best-of-five format, which differs from Quick Play's three-round system. During a Competitive Play match, the first team to score three points wins.

ilios-thumb.jpglijiang-thumb.jpgnepal-thumb.jpg

Escort and Hybrid Maps

On maps that contain Escort elements, teams are awarded one point any time a capture point is taken or a payload reaches a checkpoint. Both teams play one round on offense and one on defense. After those rounds have been completed, the team with the most points wins. However, if the game ends in a tie and neither team has delivered the payload to its final destination, the team that pushed the payload further will be the winner. On King’s Row, Numbani, or Hollywood, if neither team takes the first point, or the final score is tied, the match enters sudden death. 

Beginning with the Fall 2016 season, Escort and Hybrid maps will also use the same time-based system as Assault maps (see below).

gibraltar-thumb.jpgkings-row-thumb.jpgroute-66-thumb.jpg

Assault Maps:

Assault matches are handled in a similar fashion, but with several mode-specific adjustments. Each team plays one round on offense. The team with the most points after these rounds wins. However, if the first team fails to capture a point, the match ends as soon as the second team captures the first objective.

If the score is tied after the first two rounds, each team plays a second round on offense. Instead of playing with a standard five-minute clock, teams only have the time that was remaining on the clock at the end of their previous offensive round. If a team has no time remaining, they do not play an additional round.

Also, if either team had fewer than two minutes left on the clock during their previous round, their time is increased to two minutes—but this is their final offensive opportunity. When either team runs out of time, the team with the higher score wins the match. If both teams are tied with no time remaining, the match enters sudden death.

hanamura-thumb.jpgtemple-of-anubis-thumb.jpgvolskaya-thumb.jpg

Sudden Death:

In sudden death, the game randomly places one team on offense and the other on defense. Teams then play a single, abbreviated round. If the attackers capture the first objective before time runs out, they win the match. Otherwise, the defenders are awarded the victory.

Please note that this mechanic will only be active for the Summer 2016 season. For more information, click here

SuddenDeath_OW_JE.png

Rewards:

In addition to experiencing the thrill of victory, players can earn new rewards that are only available through Competitive Play. At the end of a season, anyone who has completed the 10 placement matches will receive a special spray and player icon, with a new set of designs being released every season.

CompPlayRewards_OW_JP.gif

On top of that, your weapons locker is about to get a little shinier. As you win matches, you’ll earn Competitive Points. Based on your performance, you’ll also receive a number of points at the end of the season. These Competitive Points can be exchanged for cosmetic Golden Weapons for your heroes.

GoldenGunRotation_OW_JP.gif

At some point during each season, we’ll also activate a leaderboard system that will highlight the best players in the Overwatch community—so if you manage to fight your way into the top 500 players on your platform, you'll receive an in-game notification, certifying your competitive credentials for as long as you can hold the position.

But remember: you only have a limited time to climb the ladder before your stats and reset are reset at the end of the season.

Top500Rank_OW_JP.gif

Player Conduct:

Because of the more serious nature of the mode, penalties are more severe. In Competitive Play, leaving a game early or stepping away from your computer during a match will make you ineligible to join a new game until the original match has been completed. There is an option to rejoin an in-progress game—however, failure to rejoin will result in a penalty.

Continued infractions will lead to restrictions on future competitive matches. As the violations start to pile up, Competitive Play will be locked for an increasing amount of time. Completing matches without incurring further penalties will, eventually returning the account to good standing. But repeated violations can also result in a ban on Competitive Play for the current season—including the forfeiture of any rewards.

LeaverWarning_OW_JP.jpg

Let’s walk through the details:

  • If you become inactive or leave within the first two minutes of the game, the entire match will be canceled. Leaving before the end of a match will make you ineligible to join a new game until the original match has been completed.
  • If the infraction happens after the two-minute mark, you will be given one minute to reconnect. If you return, the match will resume normally. If not, the remaining players will be given the option to leave without receiving a penalty, but they will receive a loss.
 

What qualifies as "inactive"? Generally speaking, any time a player doesn’t touch the mouse or keyboard for 30 seconds—whether they're on the character selection screen, the pregame countdown, or in the main phase—they will receive an inactivity warning. If no input is recorded within 15 seconds of the warning, the player will be kicked from the game. Also, players who avoid combat for three minutes will be considered inactive.

Let the Battle Begin:

Now that you understand how Competitive Play works, it’s time to jump into the fray. This is only the beginning, though! With each new season, we'll be making changes and other improvements based on player feedback. 

If you'd like to take an even deeper dive into the latest update, feel free to check out the patch notes. Don’t forget to follow us on Facebook, Instagram, and Twitter for the latest news and updates— we’re always happy to answer any questions that you might have.

We'll see you on the battlefield!

(source)

Community Manager Lylirra also explained why the Competitive Play patch will be one week late on consoles and why this season (Summer 2016) is going to be slightly shorter. This season will last 1.5 months and will end on August 2018, while the Fall season will begin on the 1st of September.

Blizzard LogoLylirra

Hey all,

If you've been following our developer videos or forum posts, you know that the Overwatch team has been working hard to finish our upcoming patch which includes Competitive Play (as well as a few other quality-of-life changes). From the beginning, our intent has been to release this patch by the end of June—and since July is nearly here, we wanted to give you a quick status update.

Patching on PC and Console
First, we wanted to be upfront and let players know that we won’t be able to release our Competitive Play patch on all platforms at the same time. The patch will be going live on PC today, while PlayStation 4 and Xbox One players can expect it sometime next week. We don’t have an exact date to share, but we can confirm that the patch is going through approvals right now on both platforms.

We know this isn’t an ideal way to deliver new content, so we’re going to continue to refine our patching processes over the next few months in an effort to sync up our release dates across platforms as closely possible. Although our Battle.net client will always allow us to be more agile on PC, we hope to reach a point where we can release major updates on PC, Xbox One, and PlayStation 4 simultaneously.

In the meantime, stay tuned to PlayOverwatch.com (or follow us on Twitter) for all the latest patch news and updates.

Shorter Summer Season
We also wanted to let players know that the first season of Competitive Play will be an abbreviated one, lasting only two months instead of the normal three. This is because our Competitive Play patch is launching in the middle of the Summer 2016 season, which technically began on June 1 (a minor side-effect of our real-world season system). As a result, our inaugural season will include approximately 1.5 months of play rather than the full 2.5 months, ending on August 18 across all platforms. The Fall 2016 season will then begin as scheduled following our standard two-week off-season break.

We’re super excited to release Competitive Play, and we made the decision to move ahead with a shorter season for two key reasons. One, we want players to be able to start working towards their Competitive Play rewards as soon as possible. And two, we believe this first season will teach us a lot of about what works well, what doesn't, and what players are really looking for from a competitive system in Overwatch. Competitive Play is definitely one of those features that will take us a few iterations to get right, and by getting the system out there sooner, we can start making improvements based on your feedback sooner too.

To learn more about changes we already have planned for the Fall 2016 season, click here.

--------------------------------

Thanks so much for your patience, feedback, and support! We can’t wait to get our first major Overwatch patch out in the wild, and we’re really grateful to be able to share it with all of you.

(source)

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  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      The Overwatch League has arrived and it's a huge hit, which is perhaps unsurprising, as the game itself now boasts over 35 million players. The 12 matches of the first week in "the world's first major global city-based professional esports league" had the 10 million viewers number spread over Twitch, MLG and a number of Chinese streaming services such as NetEase CC, Panda TV and ZhanQi TV, according to the announcement by Activision. The week peaked at 437,000 concurrent viewers (for the Dallas Fuel vs. Seoul Dynasty matchup), with opening day seeing an average of 408,000 viewers per minute and the whole thing ending up averaging 280,000 per minute (and these numbers only featured Twitch and MLG stats).

      Blizzard also mentioned that these figures were of unique devices tuning in to the action, so the actual viewership numbers were probably even higher. We also found out that Blizzard's LA arena was sold out for the entire week, as fans gathered to watch the matches together.
      With the regular season running through June and the playoffs coming in July, it seems Blizzard have another fan-favorite esports viewing experience on their hands, but subsequent weeks will show whether it can hold up to this massive start.
      To go with the news, here are some highlights from this first week of the competition:
      And if you're craving more, here are some clips PCGamer has rounded up as well.
      You can also check out the current standings and more on the official site, and you can read our own Mournflakes' analysis of week one right here as well.
      Sources: gamesindustry.biz, PCGamer, VG247.
    • By Zadina

      Over 100 new cosmetic items will be added to the game with next week's patch and they will be progressively revealed over the next 6 days.
      We already know that the Blizzard World patch, which will contain the new hybrid map and several collectible stuff, will be released on January 23. For the next six days, all the new cosmetic items will be revealed day-by-day leading up to the patch's release.
      Today's reveal are the new sprays:
      We've already previewed the upcoming Legendary Skins for Doomfist, Mei, Orisa, Reinhardt, Roadhog, Torbjorn, Widowmaker and Zarya that were revealed at BlizzCon.
      You can also check this page on the official site to view the new players icons. Keep going back to that page or to the official Overwatch Twitter account for the next six days to see all the new cosmetics!
    • By Starym

       
      As mentioned in a December PTR update, Overwatch Heroes are getting their movement tweaked. Today, Principal Designer Geoff Goodman took to the forums to explain and illustrate these changes in detail!
      The update focuses on incline and acceleration: movement on inclines was inconsistent both in terms of direction and sped, while the acceleration aspect of the changes is related to air jumps and sharp turns. Check out the full explanation with added examples below.
      Geoff Goodman (source)
      Hi everyone,
      We wanted to take some time to explain the recent movement changes in depth (with examples). Hopefully this will help everyone better understand what changed, and what did not.
      Incline Changes:
      There were two persistent issues with movement on inclines that we wanted to clean up.
      First, while moving diagonally on inclines you would end up being slightly strafed left or right even if you were only attempting to move forward. This can be a subtle source of aiming issues for many people, and now the player will properly move forward in this situation.
      Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.
      Acceleration changes:
      The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.
      The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.
      Examples:
      If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.
      If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.
      You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.
      It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.
      This does not substantially affect movement when trying to change movement direction by >90 degrees.
      Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.
      We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
    • By Mournflakes

      The second week of Overwatch League begins tomorrow, but it's important to analyse last week's winning strategies and the strength of various compositions. We've done exactly that with a list of facts and composition points from Overwatch League Week 1.
      Only 5 Heroes Surpassed 10 Hours of Playtime in the Week 1 Matches
      Of the 26 heroes available to play in Overwatch, more than 80% saw less than 6 hours of league match time. In fact, the five most used heroes in Overwatch League’s first week accounted for 80 hours of in-game use, while the 21 other heroes combined accounted for under 40 hours of match time use. This means 5 specific heroes were played more than two times the total amount of the 21other characters in Overwatch League’s inaugural week. The top 5 are as follows:
      Mercy - 18h 50m
      D.Va - 17h 33m
      Winston - 15h 24m
      Zenyatta - 14h 55m
      Tracer - 12h 58m
      After Tracer, a major drop off of in character usage is seen. Tracer has double the match time of that of the sixth most utilized hero, Genji, who came in at 5h 37m.
      This tells us a couple of things. First, it tells us that Mercy is clearly the top priority pick, and is a non-negotiable standard for almost all compositions. Her ability to resurrect teammates mixed with her survivability cannot be passed up in professional play.
      Second, it tells us there is a strong meta composition in the pro scene. D.Va follows closely behind Mercy, with only an hour and 20 minutes short of Mercy’s usage. We then have Winston, Zenyatta, and Tracer coming after that. Most of these heroes point to one major composition, dive comp, and that is a lot of what we saw last week. However, one hero sticks out like a sore thumb, and that’s Zenyatta. This leads us to our second lesson.
      Zenyatta Is the Focal Point of Successful Overwatch League Play
      Zenyatta’s placement as the fourth most used hero in Overwatch League play may come as a surprise for many players. However, the data shows that he was utilized much more than other supports (who are not Mercy). In fact, Zenyatta was used five times more than the next most used support, Lucio, who saw 2h 52m of gameplay.
      So why Zenyatta? He can’t escape dive compositions, he can’t run from flankers, and his healing output is weaker than other support heroes. However, data reveals that while Zenyatta had a negative win rate over the course of the whole week, he had the best win rate of all supports, 1.7% higher than the next support, Mercy. Data also shows that when Zenyatta was on one team, and the other team was not running a Zenyatta, his win rate increased to 53%, 9% higher than the next hero under similar “one team use” circumstances.
      How can this be considered a dive composition when Zenyatta is utilized so heavily? I would argue that while the primary composition is “dive-esque,” the necessity of Zenyatta changes that composition. Lucio would be the pick of choice in a “pure” dive comp, but Zenyatta is chosen instead. So what would I call this composition?
      “Synergy Comp”
      Why? Because each of these heroes is heavily dependant on the others to get things done. None of these heroes really makes a huge impact on their own (aside from Mercy.) However, when team members synergize, focus on single targets, and work as a unit, the composition is unstoppable. Zenyatta’s orbs prove that “Syn Comp” is here to stay unless patches change the composition dynamics mid-season. Zen’s discord orb is the one ability that makes him stand above the rest of the supports (barring Mercy,) and is key to Syn comp’s viability. Focusing targets while utilizing discord orbs is what often makes Zen the shot caller of the team. In many ways, teams who protect and function off of their Zen are the team’s who will come out with the win.
      In fact, almost every Overwatch League team composition that had more than 10 fights, and had a team fight win rate of over 50%, utilized Zenyatta in some way. This proves that a composition that utilizes Zenyatta will have the best odds of winning.
      The only outlier to this statistic is a composition of Hanzo, Widow, Roadhog, Bastion, Orisa, and Mercy, which had 20 minutes of use on the first point of Junkertown, with a 75% team fight win rate. Dallas Fuel, New York Excelsior, and Los Angeles Valiant used this composition. This composition happened to have the highest win rate of all team comps that were used for over 10 fights. Which leads us to the last point.
      Maps and Specific Checkpoints Will Determine Team Comps
      As mentioned above, a double sniper, Roadhog offtank, Orisa maintank, Bastion, and Mercy composition had the most successful team fight win rate of the week at 75% (of all compositions that fought more than 10 fights.) I believe that this composition was used on only the first point of Junkertown. With only one member of the composition (Mercy) coming from the top 5 most used characters of the hero pool, this group of heroes proves that thinking outside of the box and playing the map can have huge payoffs. Of the 24 team fights that this composition faced, it won 18 of them. This data shows that team compositions can be heavily dependent on map layouts and perform extremely well. I am excited to see what non-meta Overwatch League team compositions will be used to throw enemies off-guard and utilize the surroundings of the current objective. Adaptability is a core of Overwatch gameplay and will be the difference between champions and losers.
      Which of these statistics shocked you the most? What non-meta compositions do you think we will see in this week of Overwatch League? Respond with your thoughts below!
    • By Zadina

      The new hybrid map will be available next week.
      Blizzard World will indeed open its doors before the end of January, as Jeff Kaplan had reassured. The map will be added to live servers on January 23 in the US and January 24 in Europe.
      Placeholder for tweet 953431688477945857 Jeff has promised that the Blizzard World patch will bring collectible stuff for all heroes! Lastly, it has been hinted that balance changes may follow in the near future after Blizzard World's release. And don't forget: there's a new hero being on the works and he/she/it will apparently change the meta!