Blueprint Blitz, a Limited-Time Event
Similar to Double XP weekends, we will start activating a new special global Event where Contraband Contracts automatically spawn after you complete two regular Contracts. Contraband Contracts award you with a permanent Weapon Blueprint reward if you’re able to extract it from the DZ, in addition to tons of Cash within your current match.
Blueprint Blitz should give you the opportunity to earn plenty of Weapon Blueprints from prior seasons. If you missed out or didn’t play Warzone during the time these were originally available, Contraband Contracts award you with previous Seasonal rewards after you complete the Contract.
Note: This Event will only apply to the core BR and Plunder modes.
Warzone’s first-ever objective-based game mode - Payload - pits two teams of 20 Players against each other in a race against time. Players drop in to escort two caravans of vehicles through a series of Checkpoints or sabotage the mission. Build or destroy barriers and purchase buildings to aid in your squad’s mission, and be sure to collect any Contracts you find around Verdansk as they will help lead to success. If the attacking team escorts all vehicles across all Checkpoints within the time limit, they win the match. The defending team can not only pick attackers off the payload vehicles to slow them down, but also buy and build obstacles to stall these vehicles on the tracks. This all happens as Operators are dropping in constantly with their own custom loadouts, searching for items across Verdansk like Cash and Killstreaks to aid their team in escorting or stopping the Payloads.
Look for Payload in the upcoming Featured Playlist Rotation as part of Season Four Reloaded.
We are excited to share that we are planning the debut of two new Warzone-specific Perks. Alongside them, High Alert will also be receiving an update that allows players to hear Dead Silent footsteps.
Until then, we may see a Weapon make its long-awaited debut in Verdansk. ;)
The following new features focus on three primary areas of accessibility: Hard of Hearing, Blind/Low-Vision, and Cognitive Overload.
Non-verbal communication is a cornerstone of Warzone gameplay and we are leveraging accessibility-oriented playtesting and our Warzone Accessibility FAQ feedback form to explore improvements to our text chat features. By adding more customizability to the amount of time the text chat stays on-screen when new messages are received, we hope Players will be better supported in strategically communicating with their squad without needing to rely on external hardware, such as headphones. However, we want to avoid spamming Players with additional HUD messaging during moment-to-moment combat, so we have also added an advanced version of this feature that allows Players to choose which of their incoming messages have longer or shorter on-screen durations. In effect, Players will be able to choose to keep squad messages on-screen for longer, while quieting down things like system messages. Alternatively, for Players with disabilities related to cognitive overload, the Text Chat Behavior (Time On Screen) feature allows Players to turn off in-game text chat notifications on the HUD entirely, so that messages can be received without causing disruption or disturbance that hinders the gameplay experience.
This text chat feature improvement was also inspired by our internal accessibility-oriented playtesting and our online Warzone Accessibility FAQ feedback form. By using audio to provide a second channel of visual information communication, we hope that this option better supports Player-to-Player communication for blind and low-vision Players. Adding an audio cue helps alleviate the need for visual acuity at the periphery of the screen, where the text chat element lives. In addition, this feature will allow all Players, regardless of ability/disability, to have an indication of when new messages are received when they are away from their gaming setup, not looking at the screen, alt-tabbed out of the window, etc.!
New Weapons (BOCW)
The following changes are our first major step towards increasing the average Time-to-Kill within Warzone. It is important to note that these Weapon adjustments were not made in a vacuum. When evaluating an individual change, some may seem quite drastic, but they were made holistically and in a way that supported a lock-step increase in average TTK across multiple Weapon categories. Torso Multipliers were a considerable focus of these changes with how often they would act as flat damage increases given how consistently that location could be hit. With reductions to these multipliers, we are placing a bigger emphasis on precision — a move which we feel is ultimately healthy for the game.
Statistically, there will always be a ‘best weapon’. That is the nature of a competitive game. Players will seek out and employ any advantage they can, regardless of how miniscule it may be. We will take great care to ensure that the ‘best weapon’ never overstays its welcome and has effectiveness that scales with the skill of the handler. Conversely, there are also a great deal of players who prefer a myriad of options to choose from. Our goal is to provide exactly that. We will continue to compress outliers, both over and underperforming, until each Weapon is viable at the very least. We do not want players to feel they are at a distinct disadvantage for not conforming to the generally accepted ‘best weapon’.
We will be closely monitoring Weapon performance to ensure the game is in a healthy state following the biggest balance update in the history of Warzone.
Light Machine Guns
The Season Four update will have a download size of approximately 9 GB for those who own the free-to-play Warzone and are current on the latest updates.
Notes & reminders:
For regular updates about Call of Duty®: Warzone™, follow us on Twitter @RavenSoftware.
For regular updates about Call of Duty®: Black Ops Cold War, follow @Treyarch.
For all sorts of other franchise content, check out our Call of Duty® blog.
*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.
- Raven Software