Outriders

Outriders Dev Tracker




30 Jul


29 Jul

Comment

I've been keeping an eye on Steam (as I always do) and no widespread crashes are reported there. I would recommend considering reinstalling the game or validating your install files, just incase something corrupted during the update process.

I have also heard that there may be an issue with some Nvidia Drivers, so perhaps consider updating to the latest driver version (or rolling back by one).

Comment

Originally posted by EttRedditTroll

So… why wasn’t the set bonus reworked instead? It clearly shows an inherent design flaw with the set as you say, and making it an FP set honestly solves nothing but rather pushes the set further into being the one “useless” Devastator set - especially since you guys also buffed the non-Seismic Commander sets a fair bit which furthers the divide.

What if the set gave neither AP nor FP but Armour instead? Would that be possible?

(Edit: Why not simply include damage taken to Shields in the stored damage-calculation? That would’ve fixed the core issue of Earthen Shell.)

Also, melee being tied to AP in general is a gripe I have with the game: it gives AP builds (which let’s be frank here, are already way stronger than FP for most classes but especially Devastator as Earthen Shell and the like are unmatched by anything FP offers) an additional goodie over FP builds for no real reason.

Perhaps melee should be reworked to scale differently,...

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Why wasn’t the set bonus reworked instead?

Time and Resources are not an unlimited commodity. Reworks require a significant investment of both and we need to carefully consider where we spend them to effect the biggest bang for buck and time.

Comment

You are correct that melee scales with AP.

However, the set scales with Armor and damage taken.

The reason Concussioner didn't work as an AP set was because Earthen Shell denied the set bonus from storing damage, so it didn't really work at all given Earthen Shell's constant uptime. On top of this, non of the apex Pax nodes worked well with Concussioner, which was a design oversight.

We tried to make the set work with AP but there was always a problem where players had to choose between committing to AP and Melee OR Armor Nodes, so you were always forced to created an unoptimal build.

We made the decision to make it FP because it was a low cost solution that allowed us to resolve the Earthen Shell + set bonus problem and finally make an Apex Pax node work well with the set (OverForce). This change will players focus more on Armor than trying to invest into double Melee damage nodes with some AP.

You're correct that you w...

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Comment

Originally posted by TKrev

@thearcan u/thearcan much like other players here, I too am still missing the ascension point.

When I asked whether this would be the case before the patch, our testers confirmed that they did indeed get the missing ascension point. I'm not sure why the behaviour is different in the retail environment, but I'll ask around.

Comment

Originally posted by TheWishingMoth

Any chance the "Just Take the Pid" trophy on ps5 has been fixed yet. It glitches if you finish it on ps4 first and then becomes unobtainable. The other ones for New Horizon don't auto-unlock but they can be completed if you redo the requirements.

We closed this bug with the Worldslayer launch, but fixing individual accounts is something only our support team can look into (sqex.to/support) and there is no guarantee that they will be able to help.

Comment

Originally posted by EmotionalDraw3065

I'm having a bug with the Grim Inventors set. The set bonus won't trigger at times.

Could you confirm if there is anything different in your loadout or the encounter when it does and does not seem to trigger?

Comment

Originally posted by Pozeidan

> Fixed a bug that prevented the Technomancer's Grim Inventor set bonus from triggering consistently in combination with the Pain Launcher skill if there was only one rocket remaining in the RPG

My Techno Grim inventor set refill doesn't trigger anymore. I'm using the mask, coat and boots. Like never.

Thanks for the report, I'll pass this on to the team to check out.

Comment

Originally posted by vapoorer

u/thearcan

Fixed a bug that prevented characters transferring to Worldslayer from obtaining their first Ascension point.

This did not get fixed for me. I am Ascension 200 but still only have 199 points to use. "Missing 1"

Was this bug fix intented to also fix my issue or is my issue a separate bug or do i have to do something in order to get that last Ascension point after the fix?

thx

When I asked whether this would be the case before the patch, our testers confirmed that they did indeed get the missing ascension point. I'm not sure why the behaviour is different in the retail environment, but I'll ask around.

Comment

Originally posted by dumb_questions

u/thearcan last patch you noted that release on Stadia would be delayed pending Google pushing it out. Will this be the case here too?

Also, big thanks for publishing/maintaining for Stadia. I imagine the user base for it is way lower than other platform but for many of us it's the only way we would play.

I believe Stadia was patched alongside all other platforms yesterday.

Comment

Originally posted by DrCheezburger

Please excuse my ignorance: What exactly is item locking?

Its a feature that allows you "lock" or "favourite" individual items. These items cannot be sold or dismantled as long as the lock remains in place.

It helps make items much safer from accidental removal while also speeding up players clearing their inventory with the help of the quick mark functionality.


28 Jul

Comment

Originally posted by Laniakea85

Status Power isn’t calculating properly. I’m currently at AT37, and five of my gears have Status Power at 49.4% each. It should be at 224.5%, with apocalypse tier penalty included at 22.5%. My Status Power now sits at 176.8%.

Unless I missed something in the patch notes, then please correct me if I’m wrong.

Might be this from the other thread:

  • Fixed a bug that was causing Status Power provided by items to be multiplied instead of decreased as players increased their Apocalypse Tiers. This could unintentionally lead to increases as high as 700% Status power at Apocalypse Tier 40.
Comment

Originally posted by PinchesTheCrab

I read through the patch notes but didn't see it listed explicitly - was there any change to which apoc mods can drop on items? Previously we had to go from vendor to vendor to find purples with specific combos.

No changes made here.

However, I do know that some folks are trying to research what mods can drop on what slots and I've asked for a list that I can share within the community. I'll see if I can find an opportunity to share that list in the near future.

Comment

Originally posted by Grouchy_Currency6152

Nerfs tho? I have never understood nerfs in any game where you legit have Super Powers Like here me out instead of Nerfing............ Just buff whats so called "outshined" to be equal to whats awesome. And have every one that is altered "Gods" to be the most op things ever But I mean i guess it is called a balancing patch huh

None of those changes would matter if we left the over-performers entirely unchecked.

Comment

Originally posted by Elora_egg

I was wondering, is it on the board for weapons to be buffed/changes again in the future? The worldslayer changes were nice, but Tac ARs still feel really dominant, and snipers aren't great even with full builds. (especially getting crits on controller)

No further weapons balancing is planned at this time, but there is a change today that will benefit snipers.

Twin Reaper

Increased Echo damage from 25% to 35%.

Fixed a bug that prevented the Technomancer's "Twin Reaper" Pax node from functioning properly after loading into a level.

Explanation:

In order to stimulate the Sniper archetype presence, we are increasing the Echo damage provided by Twin Reaper in order to support the fantasy of precise sniper shots being a deadly threat.

Comment

Originally posted by Aj-Gost

The Embalmer's Rage change is an uptime nerf on a Firepower build mod and I just don't get it given how a stated goal is to bring FP builds in line with AP builds. Any further explanation on that changing back to an on-kill effect? Why would the community want that when it means less uptime?

This feedback came out of the Beta's but only made its way into the build now for various reasons.

The initial change to critical shot was too harming for Tricksters and console players who were relying on killing a weak enemy to activate the mod.

Comment

Originally posted by LiquidMantis144

Let me guess... Dev was nerfed into the ground. Once again, the weakest class. Hopefully not.

You don't need to guess, there's a whole blog post you can read and discover yourself.

Comment

Originally posted by EttRedditTroll

What about two stashes of 100 slots each?

One personal stash on a per-character basis in addition to the shared one? Even a 50 slots personal one would be a great addition.

I expect that would take game dev resources to recode part of the save game system... which honestly speaking we do NOT want to touch at this point in time given past adventures.