Outriders

Outriders Dev Tracker




29 Jul

Comment

Originally posted by -Certified-

I'm sure everyone appreciates the transparency but this whole cycle of releasing patches that break something, to then delay the next patch that breaks something else is getting stale really quick, obviously know it's not the CMs fault.

I like the game but it's getting hard to defend these type of practices.

Either way appreciate the transparency Toby. I hope the other fixes and QoL that are in the works make some serious strides.

Stale is a good word.

Comment

Originally posted by Deadzors

I wonder if giving Steam user a current iteration of the latest patch via the experimental branch could help gather more info to resolve the current issues/crashes?

It may be a solid middle ground for finding solutions faster while letting the players who are interested the latest updates participate knowing full well that it's experimental and not in it's final bug free form.

It is something we have considered in the past, but one of the tricky aspects would be the question of what backend such an experimental branch calls.

As your save-games are on the backend, playing on an experimental branch could cause confusion between save-game versions, especially if the patches contain different content. And if the experimental branch were a clean slate, it's unclear how many players would bother with it, so it may be more hassle than the data we'd get back.

We also don't want people to have to download an entirely new build to check something like this, only to find that the issue persists.

Finally, as much as we do try to work with the community to help identify issues, we are keenly aware that you shouldn't need to do so. So we are trying our best to make the experience as smooth for players as possible, without expecting you to jump through hoops (sometimes this may be necessary, but we're not taking anything for granted...

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Comment

Originally posted by ryderjj89

Thanks for the update. Rather keep waiting for the patch to be stable so it doesn't cause crashes. Dont know how prevalent they are on console, but don't want platforms mis-aligned either. Guess my testing for Stand Tall's buff will wait. Have a good weekend y'all.

Thank you, you too!

The added difficulty is crossplay - if we were to split-patch, we could run the risk of messing with crossplay (as happened around launch).


28 Jul


27 Jul

Comment

Originally posted by OilyResidue3

I also got the same item back to back, IIRC correctly it was a Borealis set piece. I get that we're all victims of RNG, but this seems...statistically unlikely.

u/thearcan Any word on this? I get that we're bound to get duplicates...it's unavoidable especially as you build up your legendary collection, but with so many items and weapons available, it seems like back to back duplicates are far more frequent than they should be.

You're not wrong in that it is unusual and, while statistically possible, it shouldn't happen very often at all. However, it is worth considering the survivor bias angle - these kind of double drops, while rare, are much more likely to be posted and commented upon in community, which can inflate the perceived prevalence of something occurring. The more drops you run, the more likely it is that you'll see something like this happen too.

I can ask how often such double drops occur, but I dunno if I'll get an answer back very soon as our analytics team is often knee-deep in requests. I'll see what they say.

Comment

Originally posted by Repulsive_Ad8427

I have supplied a,ticket but no response yet. It's been nearly a week. So I decided to try the forum

When did you contact the team exactly and what is your support ticket number?

Comment

Originally posted by CombinationOk7202

You know what, Heir to the Desert is actually an SMG. It says it's an Assault Rifle Tactical Var. in it's category description, but it clearly isn't that. All it's stats are that of an SMG and it clearly handles and shoots like an SMG. It's just an error.

This is because it used to be an AR way back in the demo, with all the right AR stats as they were back then. They changed several weapons for the full game and this one clearly got changed from AR to SMG, but they forgot to change the category description in this case.

Just look at The Daimyo, that one is an SMG in Tactical Variant, and it's correctly described as that, and it has the exact same stats as Heir to the Desert.

Hm, probably should tag ...

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Thanks for the tag, I'll ask around.

Comment

Originally posted by Electric_Piano

You guys said you were inspired by Diablo. Well guess what, Diablo 3 isn’t a paid subscription game either, but they’re still making new content for an almost decade old game. The last couple seasons have new weapons, new mechanics, new transmogs, and you’re here saying “a load out system is too much work because we’re not getting paid”? What a joke.

Many of Diablo 3's most key improvements were introduced shortly before, or with Reaper of Souls. Diablo 3 also went through numerous seasons without any new content, where they recycled existing sets (I know because I played many of them).

It took them 2 years to release Loot 2.0. (D3 released in 2012, Loot 2.0 released in 2014)

There's nothing wrong with any of that and I'm not saying their timelines are bad, but Outriders has been out just over 4 months.

For your argument to carry more weight, you would need to look at what significant feature changes and improvements Diablo 3 made 4 months after release.

Comment

Originally posted by Repulsive_Ad8427

Anyone else encountered an issue after tier 14 on expeditions. Upon returning all my resources disappeared and all my mods relocked? Now my character has been rendered useless. I restarted the game and then the console(xbox one) . Nothing changed

Please contact our support team about this, they should be able to help: sqex.to/support

Comment

Originally posted by Dunndiditt

Man, this patch sounds like the game will open up like crazy!

I know many people may not be using chronosuit trickster, but I'm wondering if anyone else is having the same issue as me. When I run out of ammo in my mag, I revert time to fill it up, but sometimes it glitches and doesn't work when I'm in multiplayer. Anyone else get that? /u/thearcan

I haven't come across that issue yet but that doesn't mean it doesn't exist. Does this happen consistently (e.g. do you know a surefire way to trigger it?)

Comment

Originally posted by impeccableONE

I've been using DX11. I got on after the latest patch and DX11 would make it where my screen would freeze. Swapped and tried DX12 for the first time and it has been working. Do you know if this has been reported?

Edit specs: AORUS X570 MOBO, 3700X, 2080 super, 32GB ram, 1TB NVMe Gen 4 by Sabrent.

This is what makes the bug so incredibly weird - opposing solutions are fixing it for different people....

What NVidia Driver version are you running?

Thank you for the info, I'll pass it on!


26 Jul

Comment

Originally posted by vapoorer

Wish you guys had decided on the damage buff instead of the cooldown. The current cooldown was more then enough. In other words the combo loop between throwing mines and using your rocket launcher felt IMO perfect. No joke Perfect. It was just the damage that IMO was lacking. While throwing more mines out = more damage its not the same. It will still "feel" weak even though we get to throw more now.

Also one thing more to consider is more mines due to the lower cooldown causes more craziness for the teammates. Ever been on a team with a techno that throws 6 mines in a group of NPC? Or 2 technos throwing mines? The explosions/sound effects/special effects are crazy. You cant hit anything until everything settles down. Everything just bounces all around and gets staggered. Could be looked at both a good and bad thing.

Not saying going with the cooldown was the bad choice, im sure you guys know best but imo the shrapnel grenades needed the damage more then the cooldo...

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Hey there - some good news! Looks like we will indeed be rolling a damage buff for Scrapnel into this patch. There was a bit of confusion but it should have been included in the above notes. I've added it now and am sharing it with you here as well

  • Increased the base damage of Scrapnel by 19% (from base 0.756 AP to 0.9AP)

23 Jul

Comment

Originally posted by Altruistic-World-889

And what is the previos one? I'm here from the start. Not a single real news. Could you please inform on the real status of stadia?

Usually you can contact the developers. In fact you do that for the defects for the other platforms. There is someone that you could speak in order to know the status. Otherwise it means : no one is working and seriously PCF have scammed Stadia users

What I've shared with you is the true status. The team are continuing to work on Stadia - it's not been abandoned - but we unfortunately don't have an exact timeline on when the merge back with other platforms will occur, as there have been a few roadblocks in dev along the way which have meant forecasting a specific date isn't possible at this point.

Comment

Originally posted by Efficient-Cat-1591

Yes, my question is about MP scaling.

Thanks for the clarification :) Just curious really, as I can consistently clear CTs solo on my pyro, but in MP I seem to be a bit slower/do less damage, depending on the party members.

So in MP the scaling will be based purely on average gear level of the party? (i.e it won't be influenced by CT level?)

For example, if I host a CT15 run and my gear level is 50, second person is 48 and third person is 45. I am assuming second and third person won't be scaled, and I will be scaled down to 45? And this would be the same if I host a CT14 with same party?

For outgoing damage, does the scaling apply to firepower AND anomaly power damage?

In MP, my Blighted Rounds Techno seems to output around the same damage consistently. My Ash Build pyro though seems tad inconsistent, depending on the party members.

For example, in certain maps I know I can consistently kill entire mob using single combo of Ash Blast...

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It was my understanding that you yourself wouldnt be scaled down, but enemies would be scaled up according to the group size you have.

Thats why enemies hit harder and have more health depending on your group.

Your level 48 friend wouldn't be scaled up or down, but your level 45 might be due to the leveling scaling (as they are more than 3 gear levels off), but I would need to confirm that.

I'll ask the team and may have an answer early next week in case I got anything wrong.

EDIT:

Proper answer from the scaling team:

Multiplayer scaling works differently, basically increasing selected attributes of enemies, generally increasing their health greatly and noticeably increasing Resistance. Damage is also buffed for non-elite enemies.

Comment

Originally posted by Altruistic-World-889

u/thearcan could you give some REAL information? Or are you going to ignore like the usual?

I'm not ignoring you, but I also unfortunately don't have any more information to share than what I previously already have shared.