almost 3 years ago - /u/thearcan - Direct link

https://preview.redd.it/p6s7bdxtqt671.jpg?width=1200&format=pjpg&auto=webp&s=86fd5689c5f353e654ece38edbcb158e0f317f83

We’ve made some changes to the Legendary Drops.

  • Legendary Drop Rates, across the board, increased by 100%
  • Legendary Level Brackets have been removed, so that all Legendary items can drop at any level.
    • Previously, some items could only drop from enemies of certain levels or above. For example, the Ugake Cowl could only drop from enemies of level 48 or higher.
  • Legendary Anti-Duplication System implemented
    • This system will mean that if a character has an item in their inventory or stash and a duplicate item is rolled, the dropped item will be re-rolled once.
    • Note that this system does not guarantee that every drop will be unique. Rather, it is designed to provide a second roll at avoiding a duplicate.
  • Scripted Boss Loot (Chrysaloid, Yagak) are now able to drop all non-class specific Legendary Helmets
    • This change will improve the variety of items in the Campaign.
    • Previously, these bosses would only drop a selection of Legendaries (the same pool that was available in the Demo as well as the Cannonball Helmet).
  • The Luck system has been improved and players should no longer experience very long droughts without a Legendary item dropped during endgame.
    • The base scaling of Legendaries dropping through higher difficulty levels still applies, so you may will still want to farm as high as possible.

General Patch Notes

  • [CONSOLES] Added extra options and settings for controller customization including Deadzones, Look Sensitivity, Acceleration and Legacy layouts
  • [XBOX] Improved Sign-in Times
  • [EPIC STORE VERSION] Fixed an issue that was preventing the pre-order Hell's Ranger gear from unlocking as intended
  • Made improvements to multiplayer connectivity
  • Earthborn Gear / Hell's Ranger DLC equipment can now be scrapped
  • Fixed an issue that was causing old inventory items to be marked as new.
  • Fixed a bug that prevented players from running if they were stunned while using the Trickster's Cyclone skill.
  • [EDIT for clarity] Fixed a bug that allowed a combination of two closely timed attacks to result in visual one-hit kill on players, from Alpha Perforo's and Behemoths / Brood Mothers
  • Fixed a bug that caused the Scrap Grenade projectile to be blocked by dead enemies.
  • Fixed a bug that caused Feed the Flames' Ash effect to not trigger properly in multiplayer.
  • Fixed a bug that caused Weapon mod 'Ravenous Locust' to not deal damage if used together with the 'Weightlessness' mod.
  • Mitigated an issue whereby players could get stuck in an animation after using Gravity Jump in multiplayer.
  • Crash Fixes.

Extra Note

We'll have more news of the second run of the appreciation package very soon and will deploy it when we've run a few more tests on it. We're hoping for it to be ready by Thursday but we'll confirm this on the day.

Recent Informative Dev Reddit Comments & Threads:

Other Helpful links:

External link →
almost 3 years ago - /u/thearcan - Direct link

Originally posted by ilnuX

"Added extra options and settings for controller customization including Deadzones, Look Sensitivity, Acceleration and Legacy layouts"

Finally, thank you!

Sorry it took so long, but we never wavered from our promise to deliver it :)

almost 3 years ago - /u/thearcan - Direct link

Originally posted by -Certified-

Nice Toby 👍

Hopefully be able get the last few legendarys I need on my classes, keep the updates/patches coming.

Good luck!

almost 3 years ago - /u/thearcan - Direct link

Originally posted by gotchubro

Still need a mod balancing patch. Many are useless, others are broken and don't do what is advertised. Really just need better sources of defense in the game, because there's only about 3 defensive mods that are worth anything right now. The weapon mods are pretty diverse and interesting, but armor mods are not.

Many mods malfunctioning may be tied to packet loss during multiplayer sessions. Today's update improves MP connectivity so I'll be keen to keep an eye on how many of these issues occur less frequently for the majority of players in the coming days.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by zerocoal

/u/thearcan It doesn't look like the post has been stickied yet.

Good spot, thanks!

almost 3 years ago - /u/thearcan - Direct link

Originally posted by VRHmason

"[CONSOLES] Added extra options and settings for controller customization including Deadzones, Look Sensitivity, Acceleration and Legacy layouts"

so not on PC? :(

PC already had most of these new additions. All platforms should now be aligned.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by BVRPLZR

@thearcan you’re doing a good job. I appreciate what info you can/do provide. Can I ask, is there plans to add mouse and keyboard controls to ps5? I just recently lost the use of one of my thumbs (temporarily), making console controllers rather difficult to use.

Thank you! Sorry to hear about your thumb :(

Adding mouse and keyboard controls for PS5 is not currently part of the work we're scoping for the time ahead unfortunately but I'll make a note of your request to ensure it can be taken in consideration if we have a chance to, as I know that a few other people have asked for the same.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by NotARealDeveloper

Can you look into the weird side strafing issue while running? If you normally side strafe right on PC with "D" button your character does a perfectly straight line to the right. But once you sprint while strafing, it becomes a curve. This means you have to manually compensate this curve all the time:

https://i.imgur.com/Ph5EqZb.png

I've passed on your excellent illustration to see if the team can replicate this.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by Sad_Sheepherder

Improved Sign-in Times

Nice.

Made improvements to multiplayer connectivity

Improved to what degree though, that's the key. The poor connection between my friend and I really made our playthrough much more painful and less fun than it should've been. If that problem alone is alleviated, I'll be super happy.

We've implemented some relay avoidance which should help players who are geographically closer - could you let me know how the situation has changed for you and your friend following this patch?

almost 3 years ago - /u/thearcan - Direct link

Originally posted by bluetoughguy

This is something I think they should look at. If you have something equipped at the very least, it shouldn't re-roll. That way you have a chance of getting an upgraded version of something you already use.

It's something I've already chatted to the team about since Thursday's announce and we'll see what we're able to do in the time ahead.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by lubekka

Hey man just letting you know, the old items marked as new is still there, i've tried removing the marks and then quitting and getting back and they're new again

Also, i don't know if you did anything for those who got a double from the appreciation package, but i still have my time ripper which i already had

Hey man just letting you know, the old items marked as new is still there, i've tried removing the marks and then quitting and getting back and they're new again

Other players indicate that the issue was fixed for them. Could you try again?

Also, i don't know if you did anything for those who got a double from the appreciation package, but i still have my time ripper which i already had

the new appreciation pack hasnt run yet. You won't lose your time ripper either when that happens.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by medioker04

Could you please check with the team to find out if any of these changes could have had an affect on the "steering" of the Boulderdash skill? Previously it was possible to run nearly a complete circle with the skill to achieve multiple hits on larger enemies, but now it barely turns while holding down the direction key(s). Thanks very much u/thearcan

Platform: PC (steam) using keyboard/mouse

I saw this come up a little in the past days, I'll check in with the team about it.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by SlaiSketch

Is the Cyclone Slash glitch fixed?

Yes. See the General Patch notes section.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by Professional-Box-294

So how does this re roll mechanic work? I just played my first Expo after the update and the only legendary I got was one I already had in my stash, no option to re roll at all?

The system works in the background. You won't get an option to reroll.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by ShatteredBullett

Can we please get a FoV i think about FoV feature new gen consoles would be nice

FOV sliders have been in the game for a while now...?

Edit: Apologies, got confused between PC and Console, sorry about that.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by Rezq911

u/thearcan does this now mean that we can use the hunts/bountie/ artifact quests to get all legendaries?

The Bounty Hunter will always provide Lego weapon on full completion.

The Monster Hunter will always provide Lego armor on full completion.

Librarian has a chance for both.

These quests should have access to the full loot pool.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by Chiesel

Legendary Level Brackets have been removed, so that all Legendary items can drop at any level. Previously, some items could only drop from enemies of certain levels or above. For example, the Ugake Cowl could only drop from enemies of level 48 or higher.

In regards to this, can you confirm if there are any restrictions like certain legendary items that drop from specific expeditions?

I ask because to my knowledge, these level restricted legendary drops were never communicated to the player base previously. I think we need full transparency to if there are any restrictions surrounding any legendary drops.

In regards to this, can you confirm if there are any restrictions like certain legendary items that drop from specific expeditions?

There are no longer any restrictions on levels or areas for loot to drop.

I ask because to my knowledge, these level restricted legendary drops were never communicated to the player base previously. I think we need full transparency to if there are any restrictions surrounding any legendary drops.

This was why I was previously planning on being fully transparent and explaining the overall legendary drop system and those restrictions regarding the drop rates, also fully outlining what was able to drop where. I wanted to ensure that everyone was farming in the best possible places instead of trying to acquire an item in an game area/level where it couldn't drop. But my suggestion didn't exactly go down well if you recall...

Today's changes to the drop system should be much more straightforward to understand without needing to deepdive into it all.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by tginsandiego

I ran a simulation, and the re-roll mechanic (approximately) halves the number of drops needed to get all items. The average number of drops (without re-roll) needed to collect all weapons + armor pieces was 402. With the re-roll it drops to 229.

Assuming you have about 1/2 of all items NOW, it will take about 45 drops (with re-roll) for you to get all the remaining missing items.

I have a post explaining all this, but for some reason a bot marked it as SPAM, and the moderators haven't responded to any of my requests to restore it (?!). You might be able to view it here:
https://www.reddit.com/r/outriders/comments/o4aggs/the\_effect\_of\_the\_reroll\_once\_mechanic\_on/

I just approved your post manually - looks like the bot spam filter did indeed pick it up.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by Mr_Kally

They screwed up the health Attribute again!

I chatted to another user about this - this appears to be a momentarily blip for them individually. You should be okay if you validate your install and restart the game.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by NowArgue

Vendor gear armor values seems to have been doubled. I haven't playing to get any drops yet, but I'm seeing all level 50 pieces for sale with 25k+ armor values right now. Is this a stadia only issue?

We're looking into this.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by gammagulp

Has there been any class balancing since launch? Havent played in a while

almost 3 years ago - /u/thearcan - Direct link

Originally posted by OperationFantastic58

OperationFantastic58 · just now Hi Thearcan, my first time posting on Reddit. Appreciate the work you all have done with update. 252 hours Demo and 776 since full launch. I like the game. Question on duplicates. I ran 8 gold CT 13 and 14 completions today. I received on 2 different runs the Daimyo SMG. I have a level 50 in my stash. wasnt that nit supposed to happen after re roll. I now have 3. Can you help? Th

Welcome to the community!

I received on 2 different runs the Daimyo SMG. I have a level 50 in my stash. wasnt that nit supposed to happen after re roll.

The chance of dupes dropping is reduced but not completely eliminated. Fundamentally, the loot does still rely on RNG and that can in some cases lead to situations such as yours, where a Daimyo SMG drops a few times.

The likelihood of this happening is now lower than it was pre-patch, but it's not impossible.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by zerocoal

I think that’s why your initial response about drops was received so poorly. Players were basically told they may have been wasting their time grinding for something without ever realizing they were never gonna get it. That’s not an easy pill to swallow.

This is how most looters work though. It's very rare for the devs to tell you where to go find the specific legendary you want, usually the community does all the testing for it and writes guides on where/how you should farm for certain things.

This is how most looters work though. It's very rare for the devs to tell you where to go find the specific legendary you want, usually the community does all the testing for it and writes guides on where/how you should farm for certain things.

You're spot on.

Having watched the community evolve every single day since it's inception, my personal belief is that it would have been highly likely that the community would have created it's own farming guides that were community data-driven and through that would have seen the patterns in drop rates and come to an understanding of optimal vs limited or impossible farming opportunities.

Would that understanding have meant that drop rates didn't need to be improved? Not at all, but it would have made clearer to players where the best possible drop locations were, and that in turn would have allowed us to be more surgical in improvements to the rates. And all of that sooner as well.

That all would have been likely... if we hadn't run into bigger issues that consumed community and developer attention, stifling discussions around such info-gathering topics (which were attempted a handful of times, but never really stayed up for long).

With the above I mean of course that issues such as the inventory wipe, damage mitigation and sign in issues (to name a few) were not just bad because of the damage they did themselves, but also because of the damage they did in overshadowing and dismissing positive discussions that would have nurtured an understanding of systems such as drop rates or difficulty.

Similarly, those issues forced our teams to refocus their attentions, pulling them away from other things we would have liked to have done, addressed or implemented earlier.

Ideally, the community should have been happily discovering the game's systems together as a group rather than needing to focus on bonfire issues.

Unfortunately, however, the existence of these major issues led to the community prioritizing negative meme threads and similar, which in turn put overall discussions on a trajectory where the most popular thing someone can do is make sweeping statements about how bad the game is (and that's even accounting for reddit's general penchant for such content). It's far easier to say that the game is broken than to try to grapple and understand a system that is not overtly obvious.

Quick side example: Since I explained how the Death Prevention Mechanics work last week, I have seen many players start to see and understand why players posting videos were in fact not one-hit-killed, but that those particular players likely had put their death prevention mechanics on cooldown and that trying to face-tank with a glass cannon build actually isn't a good idea. Before players understood this system, the general assumption was that every one hit kill is damning evidence of a broken game.

Informative and supportive threads and community members do of course exist, but they struggle(d?) to stick around in the face of negatively inclined threads getting traction so much more easily, especially when you still have people hanging around shouting about what a dead game it is and how they're glad they abandoned it weeks ago.

Now before anyone gets their pitchfork out, I'm not blaming anyone for the way things turned out. I'm not saying it's the community's fault for not focusing on specific topics and ignoring others. It's just the way it turned out. It sucks for you and it sucks for us.

Bugs suck and "random" bugs even more so, but don't forget that we hated the inventory wipes and damage mitigation problems just as much as you did, if not more.

The above reasoning is also only a sliver of why things turned out the way they did. I could honestly write a book about the case study this community's development underwent, but for now the order of the day is to keep trucking on, resolving issues with each new patch and time will tell to what extent our efforts pay off.

Tagging /u/Chiesel and /u/RisingDeadMan0 and you both expressed an interest in the topic of data-gathering.

almost 3 years ago - /u/thearcan - Direct link

Originally posted by someinternetguy69420

Can you confirm if, pre-patch, Colosseum was the best place to farm Anemoi? I never got one, but knowing that would at least make me feel like i wasn't completely barking up the wrong tree the whole time😂

There were no area restrictions on it, but it did only start dropping from level 31+ enemies. As far as I've been informed, that was the only restriction for it dropping.