Outriders

Outriders Dev Tracker




27 Jun

Comment

Originally posted by GerbzGG

Hi u/thearcan obviously this is directed at PCF but you are our only line to them, and we all appreciate you giving us the information you have.

But I wanted to ask, seeing as it is like just over a day till the launch, do we have anymore concrete information about the QoL improvements? As the games been out over a year, and the first real content is coming which is heavily paid for, but the major feedback that the community has been asking for specially in terms of QoL is only in the "news" phase "future patch this, and future patch that" / "not ready for launch" and hasn't already been built and implemented.

This is coming from someone who unfortunately preordered, played since day one, finished all content/endgame. I am extremely skeptical of Outriders/PCF which I feel like is warranted.

I'm very excited for the dlc as the endgame looks amazing. Just feels like we being sold a promise again....

But I wanted to ask, seeing as it is like just over a day till the launch, do we have anymore concrete information about the QoL improvements?

I've honestly given as much information as we currently have on these systems - they're not ready for launch. Item Locking and Quick Mark are looking to be in a good space but the Stash requires more experimentation.

The only alternative to the information I've provided is to not provide any information at all.

When each of these things will be implemented in game will honestly rely on our patch schedule. While we have already plans for follow up patches after launch to resolve any issues encountered during the launch week + optimization, we don't yet know to what extent we need to rush through those fixes via a small patch (if there any any severe issues) or if we can take a beat and create a bigger patch that has more things, including QOL, in it.

Comment

Originally posted by xxEmberBladesxx

What about the huge difficulty spikes in the main story for single players? Some of those bosses where ridiculous...

Observing the Worldslayer beta we saw that there were a couple such instances happening again. We've smoothed the rate at which players gain Apocalypse Tiers in order to make these fights more manageable once reached - Part of the problem we saw was that (new) players on boosted characters were gained Apocalypse at a rate faster than they and their gear could handle, so that they would invariably get stuck somewhere.

We have also tweaked the respective bosses/arenas as well in order to prevent them from being such brick walls.

Comment

Originally posted by Belyal

Hey u/thearcan this is off topic but do you know if WS will support any of the new haptics and adaptive triggers that are part of the PS5's Dual Sense controller?

I'd love to be able to feel that trigger pull differently from.different guns in the game or just at all lol!!!

Haptics are pretty cool! Unfortunately Worldslayer is not introducing support for them at this point in time, though I agree that that your request would be pretty awesome :)

Comment

Originally posted by LingonberryHelpful64

I looked and didn't see anything talking about locking our gear.

If it's there and I miss it can anyone highlight for me?

Apologies, Looks like I got confused by the two threads. Here is the post /u/Belyal referenced.

Comment

Originally posted by Northdistortion

Love the changes…i pre ordered the full game version to show my support for this IP. Cannot wait till next week

Wish you guys a successful and profitable launch. You guys deserve it

Thank you! :)

Comment

Originally posted by PaulOaktree

I "understand" the first point, the "enormous amount...", but I do not understand the second point.

Giving us ALL the info is exactly what prevent us from only looking at one thing.

This is a looter shooter, and numbers are a CORE aspect of the game. Knowing the numbers of the things that will CHANGE is a big deal for us, and should be a priority for you.

I'm not expecting for you to reveal things that weren't mention to this point, like new Mods and new Sets, but at least the changes, either in value or in function, should be giving to us before the WorldSlayer releases.

Let me give you an example: I saw in the new Pyro Set a T1 Mod that reduces Feed the Flames cooldown by 50%. That Mod doesn't exist currently, so I would love to know if that Mod was changed from an existing one, which means I will have it my library as soon as I log in, or will I have to farm for it? And will it be more T1 Mods that give us (huge) Cooldown Reduction for more skills...

Giving us ALL the info is exactly what prevent us from only looking at one thing.

I can very much understand where you're coming from and I know that you (Paul) are one of a few people to take your time to read through everything and consider the different combinations and ramifications across the landscape.

However, in my experience - and this has proven true many times over as I've written these dev blogs - Information overload only leads to one thing: A single line or item being picked out and talked about out of context by the wider audience.

If there are 10 pieces of news in a single blog, generally speaking, only one of them will be talked about extensively. The other 9 will be left to the side.

It's entirely normal behaviour for people to focus on one simple thing that is easy to understand rather than try and math-whiz how 300 different changes actually turn out when put together. And with balancing, there is a te...

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26 Jun


25 Jun


24 Jun

Comment

Originally posted by toddy132

I might be dumb, but what is hypercleave mean?

Cleave is damage that is split from the main enemy and shared across a set number of enemies nearby.

It's similar but still different to "Area of Effect (AOE)", where damage is dealt to an unlimited amount of enemies within a certain radius.

Hypercleave means that it's extra good at cleaving :)

Comment

Originally posted by LingonberryHelpful64

I just hope that with the new expansion we get the ability to lock our gear

Check the QOL News Section.

Comment

Originally posted by Larzok

Looking good.

Will we be getting a full list of adjustments to current mods at some point? Like the above asunder changes, but the whole list?

I haven't currently planned to do that for two reasons:

  • It's an enormous amount of information to compile and fact-check.
  • Seeing that Mod X has changed in a certain way usually leads to strong reactions about that mod being changed in isolation. For example, when we first talked about the changes made to Fortress, many players found them unpalatable. But when they actually played with the new Fortress, they actually found the change pretty good.

Because the balancing in this case is so far reaching, a buff or nerf in one area is very likely compensated for in another, less obvious, area, but those links will usually not be made.

A good example of this would be a loss of output for some mods. That may be seen as a nerf in isolation, but when you set that next to the the buffs on other mods or item sets or even the weapons, it's much easier to see the overall picture and realise that its either a power shift or even a net buff for play...

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Comment

Originally posted by CHBiGDoMe

When will the Worldslayer Add-On be available to buy on Stadia?

I believe it should be available starting on the 28th - If not, then it will be there on the 30th.

Comment

Originally posted by ImplementFuture703

hey u/thearcan, thanks for all the work you do. Great posts.

My pleasure, thanks for taking the time to read it all!

Comment

Originally posted by [deleted]

[deleted]

Not sure if you're reading the same blog that I wrote...

Comment

Originally posted by magnovasquez

Did you fix the mods that stop working on parties to get bullets after kills like BR builds for Tecno o VR for Pyros?

Can't wait to see how work nerf and buffed modes.

Other thing is the host connection it's been failing too much despide we have a good internet connection and bandwidth. Hope you could fix this too.

I have not preorder yet, the thing that I mention before make me doubt. Probably I will do it on the weekend.

Did you fix the mods that stop working on parties to get bullets after kills like BR builds for Tecno o VR for Pyros?

Have a look at the Triggers section - that covers these kind of situations.

Comment

Originally posted by traumaking

no pre-download?

Not for content that gets added to the base game. It needs to be released as a patch update.