Hello everyone,
Welcome to another Dev News Thursday.
General News:
Our latest patch resolved most of the remaining worst offender bugs in Outriders. There are still a nu...
Read more External link βHello everyone,
Welcome to another Dev News Thursday.
Our latest patch resolved most of the remaining worst offender bugs in Outriders. There are still a nu...
Read more External link βSo if the cooldown of Scrap Grenade is increased from 1s, then what would it be increased to? The Juggler's reload is 1.5s and One Shot Rifles have a 1.1s reload. Increasing the mod's cooldown to anything over 1.1s might fix the OP side of the bug for some who are abusing it, but it would negatively impact anyone who's currently using it properly such as those players using the weapon it comes natively on, The Juggler, and One Shot Rifles. Please consider this before deciding on a backend fix vs a true fix that requires a patch. Thanks.
I won't pretend to have the exact metrics that it could be adjusted towards, but you raise some valid points. We haven't rushed into a fix for this yet, but we are keeping an eye on it and may resolve it sooner than later.
Could you go into the mindset/reasoning behind treating this bug differently than the way the team approaches other bug fix releases? How does the circumstance behind this bug's fix differ from that of other ones? We were once told that it is better to group several bug fixes together into a single patch rather than release them in a drip-feed manner, but this seems to contradict that line of reasoning. What background info are we missing that causes bugs to be treated with seemingly different levels of priority and speed? Thank you.
This bug can be fixed by adjusting the the cooldown, which is a backend metric which we can fix. This would only be a temporary mitigation, rather than a true fix (which would require a patch).
Most other bugs, such as the Trickster Revive being broken when using Borrowed Time, are not things that can be "fixed" by adjusting some numbers somewhere. That kind of stuff requires an edit of the code of logic of the aspect of gameplay.
Furthermore, this scrapnel issue is strong enough to potentially replace the moaning winds combo for all classes, and moaning winds is a problem we've been grappling with for months. I would call a new combo using a broken mechanic an S tier issue that should be looked at with haste.
I've checked this with the team today.
The value this mod provided was apparently always set to 2 in code-calculations, but it was displaying incorrectly as 1.5 in the tooltip. The latest patch fixed the tooltip description to correctly display the actual damage multiplier.
In terms of why it might not have been included in the overt patch notes - it might be considered a "minor" bug as it did not change any values or make players stronger or weaker, so would have been under the "minor bugs" umbrella.
Please take your time on this one
We could potentially fix this via a backend config change (maintenance required).
If we go that route though, we won't do it before next week.
So you have at least a few days to have fun with it, if that's your jam.
Whelp, thanks for the report! I've asked the team to check this.
Thanks for the report - This is something we're aware of. It was not introduced into the game with this patch, but as it very rare, it may only have been noticed now.
The conditions for triggering this state are you dieng at the same exact moment as a team-mate self-revives.
In my play throughs yesterday, Toxic lead would work about 90%-95% of the time. I run an lmg for magazine size reasons and at times, even with critical shots, TL would activate and then eventually not work for a clip. As far as ammo mods/ nodes it is the only one I have active on my build which shouldnβt hinder the guarantee of the mag refund due to there being no cool down. Sidenote: we appreciate how hard you guys are working on the game.
Thanks for the info, that's helpful!
The drive of my question is because we are aware that certain mods DO NOT trigger if the affected enemy is NOT killed by gunfire. For example, if the enemy is killed by a skill or a DOT status effect such as Bleed, the "on kill" mod may not trigger.
Bearing in mind that sometimes DOT damage can occur or overlap with the final gunshot to kill an enemy (i.e. the enemy is killed by DOT rather than gunfire), do you think the above explanation would account for what you're experiencing?
Toxic lead is still broken. I ran it after the patch And it deactivated.
Can you confirm whether Toxic lead doesnt trigger at all, or whether it only triggers if the enemy in question is killed with a gunshot (not with a DOT status effect or skill).
Before they changed the whole set attributes for reforged I managed to make a build with a lmg with anamoly enhancement and dark sacrifice and I hit crits for 500k albeit really far away
Reforged has not yet been changed.
Thanks for the tag /u/vapoorer - The CPU spike comes from the fact that the game is doing a lot of background game-loading while the opening video is playing. It's one of the reasons why making the intro-video skippable isn't a super quick flick of a dev switch.
Is work still being done on the 99% Progression Accolade bug or was that resolved in a prior patch? Still stuck for me and I'm getting nowhere with the support team because there's no error code for them to work with
It was partly solved in a previous patch and we have a server-side code to fix most accounts that are affected by it. There are still some accounts that are suffering from this though and we're planning to fix those via a future update.