Outriders

Outriders Dev Tracker




07 Jul

Comment

Originally posted by Artunias

Is fighting the final arbiter 4 times if you get there with all attempts an intended mechanic? That feels different from the bug mentioned above.

Could be cool if the final arbiter maybe could give bonus loot based on attempts remaining rather than reloading to fight him 4 times to burn your attempts.

Is fighting the final arbiter 4 times if you get there with all attempts an intended mechanic? That feels different from the bug mentioned above.

No that's the exploit, though it can be made worse under certain circumstances.

  • The flow we had in mind was:
    • Do a complete run through of the Dungeon and Kill final arbiter.
    • Unlock and run catacombs
    • Return to Dungeon
  • The current flow is:
    • Do a complete run through of the Dungeon and get to Arbiter.
    • Abuse Arbiter.
Comment

Originally posted by DaBayouBoi

People are grinding loot in “less fun” ways because they want more loot and not more grind. Plain and simple.

So now you get more loot in a less monotonous single grindy way.

Comment

Originally posted by OhKappaMyKappa

I understand not specifically naming the game-breaking builds that are being changed to prevent more people from rushing into them for the next 5 days. It also kinda sucks for people who think they have a strong build but are unsure if it’s about to be changed. I’d love to begin farming new gear if my set is going to be weakened.

The game-breaking builds (and elements thereof) will remain in the game longer than 5 days, as they will only be addressed with the larger patch. So you can play and experiment with confidence for the time being.

By the time the patch rolls around, we'll hopefully have a good enough balancing pass that will open up new options to experiment with.

Comment

Originally posted by cisaer

If the droprate for legendaries in troves are increased and the arbiter drops are decreased, wouldn't this just flip the current meta? Instead of redoing arbiter over and over players can potentially just sprint for the necessary trove and redo that, then restart the run. Would it not be more viable to give players one additional choice after the arbiter fight per trove they cleared? Like clear the boots and helmet troves, get a chest full of rng loot, and then when killing arbiter you get a choice of 3 helmets and a choice of 3 boots? This way you'd have a reason to finish both troves and the arbiter when grinding.

Would it not be more viable to give players one additional choice after the arbiter fight per trove they cleared?

This was an idea we did consider during late development when we internally evaluated the overall Trial, but it would have required significant rework of how rewards and progress work in the game and wasn't possible at the time. It is a good idea though.

Comment

Originally posted by Annatar99

u/thearcan i am currently testing on what mods can roll on gear and it seems i cant get any mods that do anything for me to drop on epic (apoc) boots... i am still testing but in currently 53 rolls i got 11 different T1 mods with some of them rolling up to 7 times... T2 looks very similar and none of them are of any use to me.

I will continue testing but would appreciate if you can confirm if there is a limited pool for certain mods to drop on specific gear. i would get that it might make it easier to get certain mods and combinations but it would make it impossible to min max even by putting in thousands of hours which is something some of us might want to do...

The pool for the Third Mod Slot is curated, but only in order to remove some of the lower-tier mods and prevent them rolling instead of more valuable slots. All "desirable" mods can roll on all respective Apo gear slots as far as I'm aware (Weapon mods on Weapon, Armour mods on Armour of course). There shouldn't be a limitation, but if your experimentation find this to not be the case and other players have a similar experience, it may be worth looking into.

Comment

Originally posted by BlakeHobbes

You mention only a few of the troves, my question is why not just add the stated buff to ALL of the Troves? Certainly it's obvious that if only three of the Troves give a gaurenteed drop then only three of the Troves will ever be cleared, a la Boom Town and Chem Plant last year

I can agree with the necessity of lowering the drop rewards from the final arbiter even though I'm a firm believer of attempts remaining should equal chances to kill since your reward for a flawless run of trials is to four boss runs. Still, that does bottleneck the playtime as you said. However, I think a larger culprit of the bottlenecking is that the Troves seem to fail to be what they are intended as, targeted farming

I believe they need to be adjusted so that, alongside the gaurenteed drop, that the loot table for each trove is at minimum 80% of the labeled slot that trove belongs to. I shouldn't spend an extra 10 minutes bothering to clear Proving Grounds just to only get two pairs ...

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You mention only a few of the troves, my question is why not just add the stated buff to ALL of the Troves? Certainly it's obvious that if only three of the Troves give a gaurenteed drop then only three of the Troves will ever be cleared, a la Boom Town and Chem Plant last year

Proving Grounds is too close to the start and adding the extra guaranteed Legendary there would just lead to players farming that instead, then restarting.

I believe that the other Trove (Docks) is, compared to the other troves, a very simple and straight-forward Trove. It could perhaps be considered too easy. Adding a guaranteed legendary here would first require reconsidering the combat arena itself - that is something we're unlikely to be in a position to do.

Comment

Originally posted by sxespanky

A quick note on the needing to get to apoc tier 40 - the problem you outline is that we need to experiment - but the cost to level anything up, or swapping something out is so detrimental to a build, that it's impossible.

Consider this : I have gear ranging from 55-58 right now. Most of us probably hoard a few items along the way - and could make cool builds. But the cost to level up one of those lower lvl50s to get in line puts us back 10+ runs in resources. Maybe more. So right now - it's not effective unless there is a way to have a quick swap system - or a trade level system.

Gear A has level 55. Gear B has level 50. swap levels? Maybe sell levels back down for the resources? Or partial resources? Something to make experimenting not feel punished.

Fair comment - I don't think an entirely new system is possible, but a solution would likely lie in a look at resource farming and balancing to be able to find that sweet spot of ensuring the resources are neither always maxed out nor so scarce that they prevent experimentation. It's something we'll bear in mind as we continue to observe how things turn out.

Comment

Originally posted by Bananaconda7

They addressed balancing the popular/cheese/bugged builds, but no mention of underperforming playstyles.

I really hope Firepower gets looked at.

Underperforming playstyles take a little while to be identified.

It's quite easy to see broken builds because when they're used, weird sh*t happens.

It's harder to see underperformers because it might just be a case of people not yet having found the best ways of making those underperformers shine.

For example, last year it took a couple weeks before people realised how strong the Fortress and Moaning Winds combination was. Before that discovery, someone could easily have made an argument that Moaning Winds was underperforming.

Comment

Originally posted by Artunias

These all seem like good thoughts, and I especially like the targeted troves guaranteeing apoc legendaries of that slot. I also would like to see expeditions get a slight reward bump for variety.

My only comment on apoc tier is for multiple characters. Build crafting, as you say, is where the game is the best. I wish this was account wide so you could send alts good gear to help them progress. Investing in the game and having that super powerful character is fun, but it takes a lot of time.

When I try to play the alt that has no resources, and maybe a sweet weapon in my stash but it’s 10 apoc tiers away, and I have way less mods. It becomes frustrating and a 100% duplication of the entire grind on any additional character you want to explore is a massive barrier to exploring more of what the game has to offer for me and my friends.

This is a a very fair argument regarding the grind and what I hinted towards in the blog. Making Apo Tiers account rather than character wide is an idea that was raised internally, but it honestly requires a lot of investigation to see if it's even feasible so I didn't want to promise it anywhere.

Comment

Originally posted by HeyitsWilbs

Oh okay, I kept reading posts from people saying it scales only to co-op. Anyways, I guess I'm just bad then. Lol

Yes, that was a bit of misinformation around launch. I wouldn't say that you're bad, but I would recommend asking the friendly folks around reddit for build advice - they may help you unlock some secret build potential.

Comment

Originally posted by Deadonreddit

The worst part which is not addressed is the resources pod , i have to spent an hour or two to farm pod resources. They are extremely scarce , the best farming spot is the same as it used to be a year ago. Also expeditions , revive them as they feel left behind with how not lucrative they are to complete anymore.

Are you converting your resources? Many players during the beta initially found Drop Pods to be scarce, until they started converting unused resources - Then they found they had plenty.

Comment

Originally posted by HeyitsWilbs

Another thing that'll help is having trials be solo player friendly. I struggle making it to the end due to having it scaling to co-op instead. And the final arbiter has to come dumb phantom range. Another issue is the anomaly points(I think that's what it was, the new blue icon one) you get from dismantling apocalypse gear. It's really low. Takes too long. Expeditions need their rewards scaled up more(Maybe it just my bad luck), but I barely get rewards at the end. I had it at 50% legendaries and it only dropped 1 legendary, and it was mostly all blues. They also need to offer a bit more pod resources.

I struggle making it to the end due to having it scaling to co-op instead.

Scaling to co-op only occurs in co-op.

If you're playing solo, then the game will be balanced for solo play.

Comment

Originally posted by chasesomnia

"A large number of players have been abusing..."

Come on, PCF, das taxic lol

Analytics data be taxic like that.

Post

Worldslayer Keyart

Welcome to the post-launch Dev News Update that we wanted to share with you now that it’s been around a week since Outriders Worldslayer launched.

The first few hours of Early Access logins aside, we feel that it has overall been a very successful launch for Outriders Worldslayer. The servers have remained stable and players seem to be having a lot of fun with the spread of viable builds as well as the hunt for great Apocalypse Gear.

The overall stability of the game allows us to focus our efforts on a larger patch to implement any required balancing and tidy up any bugs that may have slipped through. This patch is also intended to introduce some requested Qual...

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Comment

Hey there - could you please confirm how exactly this happened?

Were you playing with other players who do have the Worldslayer entitlement? Is your current Apocalypse Level genuinely Tier 17, with all the difficulty scalings and rewards or is this a purely visual bug?

Did the 17 persist after logging out and in again?


06 Jul


05 Jul