Outriders

Outriders Dev Tracker




28 Sep

Post

Outriders has been updated!

We are happy to confirm the release of the latest Outriders patch today. You can find further Patch notes below.

Please ensure you update to this latest version of the game, as you may not be able to login until you do.

Index:

  • Important Note
  • Patch Notes
  • Ongoing list of currently tracked issues:

Important Notes

  • Please note that, as part of this patch release, we are updating some backend multiplayer infrastructure.
  • This change may cause some Xbox players to not be able to engage in a multiplayer session for a period of 24 hours as of the patch release. This issue will not affec...
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Comment

Originally posted by -Certified-

Toby is probably doing a victory dance right about now.....

An exhausted one for sure.


24 Sep

Comment

Originally posted by shotmaster217

I actually was the person who mentioned this on the Reddit patch notes and had them fix it. They just didn’t fix it on the visual notes.

Indeed - looks like I didn't correct the Steam notes when I updated the reddit notes when this was pointed out.

Steam has now been corrected /u/DBNSZerhyn


23 Sep

Comment

Originally posted by Jay-overthinks

It’s a bit disappointing to tease new content one week (β€œThe Outriders we have all been waiting for”) and then don’t elaborate on it at all the following weeks. Or is it just the balancing and set buffs you are mentioning?

If progress with patches and balancing is this slow, it seems fair to at least start releasing a bit more information about the new content each week :)

the balancing and set buffs you are mentioning?

All the balancing and set buffs we are mentioning is part of that future. "Buffs" are only one aspect of it though. The other changes will likely require a broadcast rather than a regular Thursday Dev News.

Comment

Originally posted by -Certified-

Grim inventor is missing some text by looks of it.

I like the idea with some of the set buffs but based on the current slowness of patching I've got no confidence we will see any major changes before Xmas and don't think you will have many/if any players left at that point. Too many games coming out in the next few months.

I'd really like to know what's holding patches up, 4 weeks seems insane for something that looks like small but fixes on the surface.

I like the game but have lost patience with it now, just check on Thursdays for updates.

What sort of confidence are you giving the playerbase you can get the game to a good state....

Grim inventor is missing some text by looks of it.

Added that now! Honestly have no idea how it got lost.

I understand your frustration of course, I'd like nothing more than finally put out that post saying "Outriders has been updated!"

Comment

Originally posted by Fresh-Cup3729

Finally the lava lich set will be worth the use. I’ve been wanting to utilize this gear set for every as I love the eruption build but felt the cool down was way to long to be beneficial for time expeditions.

Also can we get some feed back on drop weight for legendary helmets. I feel that they could drop a little more often.

Thank you for keeping up the hard work.

I have taken a break from outriders but am excited to come back once these updates drop.

Great to hear you're excited about the changes!

Helmets have one of the highest drop rate of the gear slots, but they're a bigger pool so the chance for specific helmets are lower. Still, we're aware that that's a problem and have some ideas for what to do.

Comment

Hey everyone, something I've recently been trying to do more regularly is checking in with the community on Twitch alongside our Dev News updates.

As Capo167 and Bozzified are currently streaming right now, I'll try to join their streams for a little while over the next few hours. If you'd like to chat about anything Dev News related, do drop by!

Actually, do drop by anyway, because they're both veterans of the game, know their stuff and are great people to chat to!

Capo167 Stream: https://www.twitch.tv/capo167
Bozzified Stream: ...

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Post

Hello everyone,

Welcome to another Dev News Thursday.

https://preview.redd.it/66omemugo9p71.png?width=2058&format=png&auto=webp&s=160adf4a0d8e06eae2aad391d795f7a4b82bc84a

Index:

  • General News
  • Fortress & wider balancing, incl. Legendary Sets
  • Patch News
  • Ongoing list of currently tracked issues:

General News:

  • Our latest patch is currently in the final stages of the first party submission process - We know that this has been a long process, but we are confident that we are nearing the proper release of this patch and are hoping to get it out in the very near future.

Fortress & wider Balancing, incl....

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22 Sep


21 Sep

Comment

Originally posted by Lnym

When will we see what buffs y’all plan to do? Because fortress was kinda mandatory for AP builds to be viable in CT15s and the new changes seems bad for AP builds

The buffs would release alongside the Fortress change. AP builds will get special attention with those buffs.


20 Sep

Comment

Originally posted by vapoorer

u/thearcan

It wont matter if you change the internal cooldown or lower the requirement to get the full buff. None of this will solve the 1# issue with fortress. Which i believe you have lost site on what that was.

We asked for a way to free up the slot so that we weren't "Forced" into running fortress anymore.

The reality is all you did was make Fortress worse off and people will still run it because its still going to be best in slot. So you really dint fix anything with this change. Think about what im saying.

Even if you made it 10% instead of the 30% people will still run it. The Mod needs to be removed entirely and or reworked so that it isnt a stat stick mod. The only way to get players to use other mods is to remove fortress. Period. Or Nerf it into the ground so that people just wont use it because its just bad OR Move fortress to our skill tree nodes.

We want to open up the slot on our weapon. That...

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If you move the existing Fortress into either the Class Tree or the Armour slots then you just shift the problem to a different area of the game rather than address it.

If its in the class trees then that node becomes a must have, locking out other nodes or potential paths.

If you shift it into the Armour slots you again block a mod slot.

The changes we're planning for other mods and Legendary Sets will make other mods and their effects more interesting and, for some builds, more viable than Fortress because of their increased damage output.

Is the new Fortress viable for every single current build in the game? The reaction to the Fortress rework indicates that many players feel like Fortress will no longer be the 100% guaranteed powerhouse it currently is.

Which is precisely what the intention was. If it is to become an optional part of a build, it can't maintain it's current 100% consistent-always-on 43% damage output when compared to othe...

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Comment

Originally posted by CombinationOk7202

u/thearcan

Suggestion regarding this:

Sidenote: Players will need to perform 5 successful shots over 5 seconds to enter the full buff window. Stacks have a 1 second internal cooldown in order to streamline uptimes across all weapon types.

Would it be possible to make that timer pause when we are reloading? Some weapons or variants only have 1, 3 or 6 shots and if the timer just keeps running the stacks will drop during reloading. It will limit the types and variants of weapons this new Fortress can be used on, weapons classes like Trickster or Devastator like to use.

Even on weapons with larger mag capacity what will happen when we are down to 4 bullets? We get 4 shots and 4 stacks but then the reload takes longer than 1s and so the stacks will fall off?

If it paused for reloads then we could use it on any weapon/variant we like and the only thing we'd have to worry about...

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You've made some excellent points here, and I know the team have already picked up on your post (as well as many other peoples' constructive criticism).

Whether pausing stacks during a reload is the answer to the problem you're describing is still worth researching and discussing on our end, as it could introduce something else that could be a bit funky.

Off the top of my head, I'd wonder whether pausing the stack decay on reload would allow players to build 4 stacks before a proper fight and then keep the stack decay in permanent limbo by cycling through weapon reloads until the opportune moment to trigger the fifth stack. Almost like pre-arming a nuke in a way. Very reminiscent of the Moaning Winds shuffle...

An alternative could be to reduce either the number of stacks required for the max effect to proc or to tweak cooldown timings, meaning that the mod could be more viable for rifles and shotguns too.

There are also other tweaks worth conside...

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16 Sep