Outriders

Outriders Dev Tracker




03 Aug

Comment

Originally posted by NGRU_Storm

Yes thearcan, you ARE confused. I'm obviously beating my head against the paradigm wall here. You sir, would not have lasted long as either a manager or employee under my tenure.

I digress (shaking my head).

Saints alive, I think I've just realized where the misunderstanding is. You believe that by writing tl;dr I didn't bother to read and therefore share the information I (myself) personally gathered from the rest of the team. That I don't care about the information I put out.

That's not what a tl;dr is.

URBAN DICTIONARY: tl;dr

B) Also used by someone who wrote a large posts/article/whatever to show a brief summary of their post as it mig...

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Comment

Originally posted by NGRU_Storm

Yes thearcan, you ARE confused. I'm obviously beating my head against the paradigm wall here. You sir, would not have lasted long as either a manager or employee under my tenure.

I digress (shaking my head).

Just to confirm:

You're saying that providing readers with MORE options to get information is a bad thing and everyone should be expected and forced to read the longform?

Comment

Originally posted by NGRU_Storm

I quite vehemently disagree with your stance on "tl;dr" usage. Best practice? I think not. SquareEnix/PCF provides you with detailed information to present to the community, which you then paraphrase into a tidy bullet point presentation. This presentation is targeted at individuals (which you and others claim) have an attention span less than that of a goldfish.

I'm a very discerning reader and I strongly believe there are those in this community who are the same. In fact, I would wager that the majority of this forum's members are not 9-13 year old gamers who (perhaps) have shorter attention spans. For this age group, a condensed version of detailed information is (again, perhaps) a better course of action. Older and more mature SquareEnix/PCF Outriders gaming aficionados carefully read the information you purvey in a decidedly different manner. We (the older gamers) seek more detailed information in an effort to help better the game, through ideas and suggestions we ...

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I'm a bit confused now - you get both the longform and the shortform tl;dr information. So why is providing both options a bad thing?

Players such as you can enjoy the longform, while others with less time or attention can use the tl;dr in the index.

The existence of a tl;dr does not mean that the longform updates are any shorter.

Comment

Originally posted by NGRU_Storm

u/thearcan, if insulting you was my goal, my comments directed at you would have been much more caustic. I was simply echoing thoughts presented by a game reviewer whose views are in line with my own. Please, allow me to explain:

When you word a post to update the Outriders community on information you’ve been presented to read and disseminate, “tl;dr” IS NOT something we should see in your posts. That acronym (which means “too long; did’t read”) speaks deleterious volumes to discerning readers. “tl;dr” says, “I couldn’t be bothered to read all information presented by PCF for community circulation”. It also places you firmly in the CSR category (quite effectively), but not irreversibly.

As our community manager (our direct line of information from PCF Devs) we literally hang on your every word. I personally, appreciate just how difficult your job can be, considering my many years of experience in regional management. I ca...

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tl;drs are actually considered best practice when CMing and I've used them since the very early days.

It is very well known that attention spans on the internet are microscopic and that most internet users read only headlines and skip over the details. Oftentimes you can expect no more than 6 seconds of someone's time before they move on.

The written updates I put out are long and I am under no illusion that every single reader wants to chew their way through all the explanations - they just want the key info. That's what the tl;dr provides.

For everyone else, who is interested in the behind the scenes, the longer version is there with as much info as is necessary.

My updates are not just targeted at reddit users. They're targeted at the entire community (which is always more populus than any given subreddit), so they need to cater to as many different people as possible.

I don't doubt at all that you have plenty of experience being a regiona...

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Comment

Thank you for the great vid - that's pretty weird. I'll check with the team if they encountered ever this.

What platform are you on?

Edit: Just from what I can see - It looks like the moment you fire these shots, your reticle is (or shifts to) White instead of Red (for whatever reason). Certainly worth investigating.


02 Aug

Comment

Originally posted by yoshi245

I had a similar bug when I was playing about a month ago (stopped playing now as I'm just waiting on the upcoming patch). It didn't happen all the time, but it did seem like if I do a melee attack, the game toggles to the wrong weapon I am using when playing my blighted rounds Techno.

I too had my weapons on mousewheel up and down to switch, but I decided to just stick them to keybinds and leave the mousewheel alone and have nothing bound to it. Also on PC with obviously mouse and keyboard. I don't use any special software for the keyboard itself despite it being a gskill mechanical one, but I do use software for my MMO mouse though it doesn't have any custom settings specifically on the mousewheel.

Not sure if it's just my mouse or the game itself, but it's extremely sensitive to mousewheel actions. I even set the scroll/mouse wheel speed on the mouse software from what it was at default to the lowest setting but to no effect the issue persisted in game until I de...

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I too had my weapons on mousewheel up and down to switch, but I decided to just stick them to keybinds and leave the mousewheel alone and have nothing bound to it. Also on PC with obviously mouse and keyboard. I don't use any special software for the keyboard itself despite it being a gskill mechanical one, but I do use software for my MMO mouse though it doesn't have any custom settings specifically on the mousewheel.

Thanks for weighing in as well - did the issue disappear when you switched away from using your mousewheel?

Edit: Noticed you answered it in your last paragraph. Thanks for the info!

Comment

Originally posted by AtticaBlue

u/thearcan Hey there! Last week you and I talked a bit about a potential bug I was experiencing related to unexpected (and unwanted) weapon switching. I was out of town at the time and couldn't provide in-game details, but I've since returned and logged several examples. They're as follows (all on PC using mouse and keyboard):

Colosseum - T13

• fighting the calloused maulers during last phase; I switch from an Umbra to an AR, punch a mauler and then the AR switches back to the Umbra even though I didn’t switch

Drought Palace - T13

- fighting an ironclad, first stage: I switch from an Umbra to an AR and am about to shoot, but the AR switches back to the Umbra

• fighting mobs, last stage: I'm holding an AR and while shooting calloused maulers when the AR suddenly switches back to the Umbra

Timeworn Spire - T13

• fighting crawlers, last stage; I move to engage a crawler and my weapon switches away from m...

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Thanks for the post, I remember us chatting about this! Can you remind me whether you've ever had this happen on other classes (historically)?

What kind of keyboard and mouse do you have? Any extra Razer/Corsair etc. software?

Comment

Originally posted by bortness

Is the issue of kicking people out before they can get the loot fixed yet? u/thearcan?

Yes - that was patched against probably 2 months ago.

Comment

Just checking - Was there a particular reason for tagging me or was it just to insult me?


31 Jul


30 Jul

Comment

Sorry to hear that! We've set up a process for helping you out in this matter - our support team, who you can contact here: sqex.to/support will be able to assist you if you contact them.

Comment

Originally posted by greggus617

Appreciate the response. If weekly patches are so challenging (reasons stated and others I understand from working tech projects) why hasn't that been re-aligned to bi-weekly or monthly patches?

Would allow further time for adequate dev and testing cycles and having a longer set cadence reduces the player frustration from the expected patch being delayed or not working properly.

The ideal is to do weekly patches, the reality is currently more closer to bi-weekly but the overall plan is to simply get them out when they're ready.

If they're ready sooner, we can release them, but if they're ready later, we'll need to wait a bit.

Our Dev news Thursdays are there to inform you with the latest news, and that involves letting you know what's in the work and what our plans for it are. The alternative is to go radio silent until a patch is ready, but I've mentioned ...

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29 Jul

Comment

Originally posted by three60mafia

I think maybe the right approach is to have 0 expectations. Do what No Man's Sky did - go radio silent for 6 months, and then produce a huge patch that provides massive improvements to the game.

The current population of the Outriders, remaining low as it is, clearly is fine with how the game is at the moment. They'll survive.

Maybe take 2 months of radio silence and come back with a big update that has fixes and improvements. These Thursday apologies are very heartbreaking and do more harm than good.

I discussed this previously here and people seemed to be overwhelmingly in favour of more communication, not less.

Comment

Originally posted by greggus617

Completey understand that challenge, and maybe this is a lack of comprehension on how cross platform works, but the iterative approach should be something feasible even with cross platform.

The entire project model is designed on small pieces that can be accomplished to build out larger tasks

These are relatively small patches compared to our Day 30 patch.

The issue is that, even with small changes, a full test cycle of the new build will be required. That means multiple days testing and playthroughs of the entire game to ensure nothing has broken.

So, it requires a balance between keeping the patch small and agile, but meaningful enough to warrant the test cycle.

Ideally we'd want to be on a "one patch per week" schedule, but the moment you run into problems such as the current issue, that sch...

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Comment

Originally posted by station4318

Any preview about some of the QOL adjustments coming?

Also any sneak peak thoughts on new content?

One other question, any thoughts on alternative endgame modes in the future outside of “beat the clock”?

Good questions all of them - I've tried to provide an answer here.

Comment

Originally posted by -Certified-

Like ive said before Toby, I'm not one to shoot the messanger but as someone who can see the huge potential of the game it's just frustrating to see the current cycle of patches and issues.

I'm sure we will get there in the end and it's frustrating for you as a CM as realistically it's not what you really want to be relaying every Thursday to the remaining playerbase.

Keep going with the transparency, I'd much rather you be honest about it then say nothing at all because it's not what we want to hear.

I appreciate your continued honesty about your feelings around the game, because it keeps us honest as well! :)

Comment

Originally posted by Deadzors

You make some fair points about the difficulties and I feel that copying a character's progress from the core game to the experimental branch would be required. Plus the saving of any progress would need to be limited to the experimental branch and players would need to acknowledge that any experimental progress would be loss whenever the branch was updated, thus requiring a new char copy.

However, if it were possible to release a branch with very similar rules/limitations as listed above and that didn't require more development effort than it was worth, then I can say that I would be very interested.

Thank you for understanding, as your suggestion is indeed a good one! I'll keep an eye out for requests for such a PTR-type branch and won't dismiss the idea entirely.

Comment

Originally posted by rah295

Glad to hear that QoL improvements are being worked in parallel. Can you comment at all on what is in the pipeline?

Also, just throwing it out there: boss rush mode?!

Glad to hear that QoL improvements are being worked in parallel. Can you comment at all on what is in the pipeline?

I would like to... but the difficulty is that as soon as one thing is mentioned, it's all people will ask for updates on until it releases. And as that work is still being done, a release date is either not yet set in stone (or is still too far out).

Take a general patch as an example - when we announce it, everyone gets very excited about it, but there is then also disappointment if we're not able to deliver it in the very near future, or if it gets delayed. Those feelings are entirely natural.

Furthermore, we want to ensure that most of the outstanding issues are resolved so that discussions around QOL improvements aren't saturated with "what about X issue? Why have you not yet fixed that?" responses.

That's why we're so focused on stabilizing the base experience right now. Only once that is in the place we'...

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